As I'm replaying closed beta I found few things that really annoys me:
1. Multiple times when I was just near to win war and get new territories my rival in last turn before dropping war support to 0 becomes vassal of another empire. War ends automatically, I didn't got anything and I can't even declare war once again. In such situation I should at least automatically get occupied cities/territories.
2. Why after conquerring territories there is no chance to get any technology from my opponent? Same with peace tractat - there should be option to get technology as a reparation after war.
3. Osmosis event - how it's calculated chance to get this event and how many science we could get? Not asking for specific formula but general rules.
4. Buyout options - where my production is close to finish buyout cost with population is decreasing but buyout cost with gold isn't decreased - it cost the same, no matter if 1% or 100% production is still needed to finish building.
5. Travel path for units - why after one click on destination hex game does not show path for travel? Only when my unit starts to move I can see it but then sometimes is to late, especially that algorithm works in strange way due zone of controls or terrain slops.
1. Multiple times when I was just near to win war and get new territories my rival in last turn before dropping war support to 0 becomes vassal of another empire. War ends automatically, I didn't got anything and I can't even declare war once again. In such situation I should at least automatically get occupied cities/territories.
You're not the only one and we are working for a way to allow you to do things against this.
Olekmtg wrote:
2. Why after conquerring territories there is no chance to get any technology from my opponent? Same with peace tractat - there should be option to get technology as a reparation after war.
I'm not on the design side but technology are really expensive things, so we don't give them that easily, conquering territories might increase your chance of an osmosis event though...
Olekmtg wrote:
Osmosis event happen when one of your territory (one in the city where it happen) is under another cultural influence. When this happen your people, influenced by the other empire might want to change one of your civics to align with the other empire civics. You might also gain a technology, so this cultural influence might help you. Note though that having a territory under cultural influence might generate a grievance to "liberate" the "people" of the other empire ("they are eating my food and speaking my language, they are basically my people !").
Olekmtg wrote: 4. Buyout options - where my production is close to finish buyout cost with population is decreasing but buyout cost with gold isn't decreased - it cost the same, no matter if 1% or 100% production is still needed to finish building.
Hu, no idea what's this about, probably a bug, I'm not able to reproduce it on our version of the game so I guess (hope?) that its fixed already.
Olekmtg wrote: 5. Travel path for units - why after one click on destination hex game does not show path for travel? Only when my unit starts to move I can see it but then sometimes is to late, especially that algorithm works in strange way due zone of controls or terrain slops.
The "general" cursor that you get when selecting the army is a bit tricky because it's able to do almost everything. If you maintain the right click you should be able to see the path that your army will take to do the move to reach the tile under the cursor.
If you want a better way to visualize it you can use specialized cursor, you can activate the move cursor by clicking on the button right next to your movement point, this will show the path without any button to maintain.
Thank you for tip with 'move button', very helpful :).
So after today session I have next 2 annoying things:
6. Is there any way to choose spawning point for land units? For example I have city on continent and 2 attached territories on 2 different islands. I builded 3 garrisons (land units spawning points), one on every territory (continent/islands) but when I builded unit it is spawning in the city. How to choose that builded unit will spawn in selected garrison? Silmilar issue with naval units when city have multiple harbors available.
7. Is there any sensible way to destroy/remove district in own city? If I conquer city from enemy or assimilate independent city I found that AI first is buiding 'generic' districts - Farmers/Makers/Research Quarters. Problem is that every district give -10 stability and 4-5 of them could make such city completly unusable, especially if more important districts (like harbors) are needed. I tried to ransack them but it takes 14 turns+1 for clearing ruins...
Thank you for tip with 'move button', very helpful :).
So after today session I have next 2 annoying things:
6. Is there any way to choose spawning point for land units? For example I have city on continent and 2 attached territories on 2 different islands. I builded 3 garrisons (land units spawning points), one on every territory (continent/islands) but when I builded unit it is spawning in the city. How to choose that builded unit will spawn in selected garrison? Silmilar issue with naval units when city have multiple harbors available.
7. Is there any sensible way to destroy/remove district in own city? If I conquer city from enemy or assimilate independent city I found that AI first is buiding 'generic' districts - Farmers/Makers/Research Quarters. Problem is that every district give -10 stability and 4-5 of them could make such city completly unusable, especially if more important districts (like harbors) are needed. I tried to ransack them but it takes 14 turns+1 for clearing ruins...
- When you build garrisons in a city, and you are in the city panel of the related city (so you clicked on the city) you should see a round icon on the City Center and on the Garrisons. Clicking on this icon will define the spawn point. Same for harbor and warships spawn point.
- So far you need to ransack districts, there is maybe always an issue with ransacking time, but normally, if you use a complete army of recent units, it should go way faster.
Thank you, buiding units in spawning points works. I saw that circles earlier but I was tyhinking this is only for information - very unintiutive. Also selecting spawning point is baraly visible - only small change in color.
Regarding pillaging own district with stronger army - indeed 7-unit strong army is able to do this in 2 turns but it srill seems to be very high.
And nest thing that i found very annoying:
8. Clearing ruins. It always takes 1 turn per hex. If you take control over territory earlier owned by independent people you will get several ruins, clearing that takes ages... And clearing cost with gold goes up with time so later one it's to expesive to do this with gold :/
Thank you, buiding units in spawning points works. I saw that circles earlier but I was tyhinking this is only for information - very unintiutive. Also selecting spawning point is baraly visible - only small change in color.
Regarding pillaging own district with stronger army - indeed 7-unit strong army is able to do this in 2 turns but it srill seems to be very high.
And nest thing that i found very annoying:
8. Clearing ruins. It always takes 1 turn per hex. If you take control over territory earlier owned by independent people you will get several ruins, clearing that takes ages... And clearing cost with gold goes up with time so later one it's to expesive to do this with gold :/
not to mention that clearing ruin doesn't have any visual help. Like, if the menu is there, then there is some ruin in the area, but you don't know where until you find it yourself.
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