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Corpus_Delicti
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One minor thing that has slipped through the patches : lakes still show up as "coast" if you right-click them and look at terrain info. As far as I can tell though, they work correctly otherwise (such as negating the need to build an aqueduct in a neighboring city).
Also, I didn't see the "Diplomatic victory" listed in the civlopedia - which is kind of funny, since the UN Wonder has a link to the victory section (mentioning that it allows a diplomatic victory) and then there is no mention of that victory.
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Speed Bump
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quote: Originally posted by Alxander
After disbanding a captured city by pop rushing a worker/setller, and then resettling a new city (with the same settler or one built from your civ) in or near the same spot as the civ you conquered your people are still crying about -the cruel opression you brought down on them, is this a bug? I find it really annoying that I disband a city to get rid of the unhappy people, only to find that when I resettle in the same spot on good land the people complain as if they were conquered?? Can someone explain to me if theres a logical reason for it or not? |
This is not a bug. Workers and settlers that are made from foreign nationals are still made up of those nationals in their unit state. The workers will work at the reduced rate of a captured worker and the settlers will transport the foreign national to the new city. The best thing to do would be to take the foreign-made worker or settler and add it to a larger city where they will have no impact and will be quickly absorbed...then build a settler from a city that is all yours.
Speedy
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star mouse
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of the Barbarians
Aug 2001 time: 16:17
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When you select a worker that's in a large stack of workers, and press "j" to mass-move all workers, only workers of the same nationality are moved.
I also confirm these:
quote: If you walk on a hut with the first of your two movement points of 2-movement units and the hut doesn't generate a popup (you get anything but science) the unit will continue one more step in the same direcion as when it entered the hut. |
I got this when using Scouts, but horsemen and Chariots work too.
quote: If you trade Monotheism from another Civ, you don't get the "Medeival age screen" , but the change does take place. |
This happened to me when I got Currency from the Great Library, and Currency was the last tech I had left in the Ancient Era.
quote: The workers are not showing their origin on the main screen, although they do show it if you click on them. |
The display of nationality for workers is a bit screwed overall.
quote: lakes still show up as "coast" if you right-click them and look at terrain info. |
If you want to determine if it's a lake or sea, check the food production. Lakes produce 2 food, coasts produce 1 food.
I have had inland "lakes" so large that they were considered oceans by the game, and you could build harbours and boats. Does anyone know how the game determines if a landlocked body of water is "lake" or "ocean"?
Last edited by star mouse on 23-02-2002 at 02:14
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Christantine The Great
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Massachusetts
Jun 2000 time: 00:17
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3 bugs, 3 saves:
HorseProb:
I have 2 horse resources, one on a colony island. Navigation and magnetism have been discovered and there is a port connected to the horse on the island. Guess what, only one horse resource on the main island.
SaltpeterProb:
Ditto. This time, I demolished the road and I got access back. I'm not sure if I did so with the horse 'source.
Chris1:
Same game, far into the future. I've found that, when I retire, I don't get the wonderful playback feature.
Attachment: 3probs.zip
This has been downloaded 1 time(s).
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JohnE
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Buffalo, NY
Nov 2001 time: 00:17
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quote: Originally posted by notyoueither
Prolly a fix for the work camp exploit. The tyrrants would whip the pop till they were good and satisfied. Disband the city into a settler. Settle immediately in that same spot and have absolutely no carry-over of unhappiness.
I have not seen what you describe, but I like it if Firaxis did it. How would you like to live in a city founded on the bones of your ill-treated ancestors?
Salve |
They fixed the pop rushers' little red wagons, that's for sure. Believe me, I used to pop rush more. But they went overboard.
Raising the penalty time frame to 40 turns is just plain silly. It is also ridiculous that you inherit unhappiness caused by drafting and pop rushing the AI did before you took a city. Both of these facts are good examples of changes that strait-jacket strategy in the name of "eliminating exploits."
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Speed Bump
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quote: Originally posted by Willem
I suspect by size, or number of squares. I've noticed the same thing as well. |
If it's all coast squares, it's a lake. If it has sea or ocean squares, it works like an ocean.
Speedy
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Egyptian
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California - The Promised Land
Feb 2002 time: 05:17
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Since I downloaded the 1.17f patch, I have had chronic problems with the Foreign Advisors Screen. On every game I've played since the patch, only four or five foriegn leaders are visible on the Foreign Advisors Screen. This happens whether I play with 8 players or 16 players. It makes it very difficult to determine who has mutual protection, rights of passage, war, etc. Everything else is great. Has anyone else had this problem, or does anyone know how to fix it?
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Wjousts
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quote: Originally posted by Jaybe
As I recall from the last game I finished (some weeks ago), it takes several seconds/couple minutes for the Replay to be prepared. Get out of your seat for a couple minutes and come back to it.
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I tried starting a game with 2 civs on a small map. I played 4 or 5 turns and then retired and got the replay. However, when I finished a huge map game in 2012 with 16 civs after 15-20 minutes I still had no replay. I have a 1Ghz processor and that seems like an awful long time to wait. How about an indicator to show whether the thing is still working out the replay and an estimate of how long it'll take for the next patch?
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Ironikinit
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If you d/l the save I'm attaching and end turn the French will bomb a tile and the game freezes. At least it does on my system.
Attachment: bomber bug.zip
This has been downloaded 4 time(s).
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Willem
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Canada
Dec 2001 time: 00:17
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quote: Originally posted by korn469
willem,
that's different than what i was talking about, i mean an extra editor option, so for examples that cathedrals wouldn't work under communism, but they would work under all other government types, what you are talking about is buildings that would work only under under one form of government, and that option isn't as attractive because to properly do it now (banning communism from building cathedrals) you would have to set a cathedral like building for all other government types, meaning you'd have to build the same building several times and each time you switched governments you would lose the extra culture for having a building operate for 1000 years
it's a suboptimal solution to the problem, but since its our only choice right now, keep up the good work |
Yes, it would be nice to have a multiple select option for the gov specific buildings, I agree. However, the fact that they work at all is a major improvement, so I don't think we should look a gift horse in the mouth. There's a lot more opportunity now for differentiating between governments, so it's just a question of working with what we have. And losing the 1000 years of culture doesn't really matter to me since I'm adding several cultural imrovements, i.e. Concert Halls, Art Galleries. So that should compensate for that loss. Plus I'll still have my Libraries and Temples.
Besides, I think in a way it would make it more realistic. For example, a civ that switched from Monarchy to Republic would evolve very different cultural norms and values than they did before. Having them be forced to rebuild their primary happiness building would represent those changes in that society. It would take time to develop their new culture. And in the case of Democracy, one of the underlying principles is the seperation of church and state so, like Communism, a Cathedral isn't appropriate for that gov type either. Having to build a City Hall improvement would be much better for representing that change in perspective.
Culture hasn't been a steady progression since the dawn of civilization. It's come and gone in fits and spurts. So it seems totally reasonable that a civ would have to rebuild some of their happiness/culture infrastructure. And it's not like it would be losing culture, it just stands still for awhile, before their new culture kicks in.
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