There was this game I played that I noticed lots of unjustified stuff so I decided to note down some, but then forgot about them. Some updates came by, oh well, I hope that my skimming missed the fixes. :)


1. Pathfinding treats Cargo docks as roads, but I haven't research Shipyard.


War
2. Siege attacks when militias have been wiped out automatically ends, and also consume nearby armies' actions point as reinforcements
3. AI loves sending suicide squads to me. I'm not sure what really happened but here, have some
Eg1: AI city was under siege - a single unit came out to attack at the start of the turn - I won - I attack - For some reasons, there is still a unit in the garrison (not militias) #unsure
Eg2: When at war, sending wave of small armies only get murdered because, well, they are small.
Eg3: Never consider fort value of a city. Attack without taking down the fort value when they see weak garrison. That is true for cities with an intact 400 fort @@
Eg4: Retreats ALWAYS. I mean, retreating is good if they can actually retreat but no, always retreat. That gives me twice the exp because they never get away. But what is crazy is that they immediately issue an attack, knowing that they can't run. At least try to run if the previous turn was a retreat. Also, do the retreating armies get their movement points back to full?
4. AI (almost?) never retrofit their units. And keep lv2-3 even in era4 (when their newly built units are lv5+/difficulty)

Inconsistency
5. Quicksilver works too well on bonus exp on newly built units from accesories. The description says +30 exp but with the booster on, it is one whole lv up (and a bit more)
6. Pillars do not affect tiles in nearby regions that are within its range. However, if that tile is not claimed, aka not an exploitation tile, the bonus is still showed.
7. Multiple quests in a single minor faction village. That is messed up because unlike ruins, these villages can be either pacified, converted, destroyed or simply "do not want to talk".
8. AI moves first. Well, at least the wild walkers. If legendary deeds are finished on by multiple factions. Wild walkers will win the tie break, always. Is there a tie break?

Diplomacy
9. There is one case where I was negotiating truce with vaulter, to TAKE one of their cities made the bar go to the green side by a big distance.#unsure
10. Giving techs to AI should NOT be possible if that faction is aiming for science vict.

Ok, but is this the right place? I want to write more but also don't want to look like a total nuts. =p