So I just quit a game where me and a few friends played on a small map with 6. In that game two of those friends decided to screw me over and attack me right off the bat. Skipping all the other nonsense, to founding an outpost, that outpost starts getting ransacked by one of those friends. During that ransack, I'm freaking out, trying to figure out something to do, I notice I can advance to the ancient era. So I'm looking through civs and I see one that upgrades my outposts to a better version and I'm like hell yeah!! So I upgrade, get to the next era, and instantly make that outpost a city.
Now I'm not sure if it was as the outpost upgraded after the era or if me founding the city killed his troops, but one of the two happened. Now as you can assume, they started freaking out, talking about I'm a {every cuss word known to man} for doing whatever I did, but I don't even know what that was.
So his troops died and they wanted to reload before that happened calling it a glitch, and unfair, when it could very well be an intended feature of the game, and kind of makes sense if you think about it.
To add: They literally attacked me at the start of the game, destroyed one of my outposts, and some troops, then attempted again, and I never complained, then the second this happened, it was immediately assumed as a glitch.
I would understand it was really one, but can someone please verify this, as I could see it being a true feature.
So to recap: The outpost being upgraded or the founding of my city immediately killed his troops ransacking the outpost.
I've lost armies to the same behavior in a single player game.
When a faction has no cities, you cannot declare war on them. So when your only outpost is being ransacked, you're not technically "at war". When it becomes a city, I presume there's an intent for units to be relocated outside the territory, because trespassing isn't generally allowed when not at war, and that isn't working properly.
My presumption is the following:
Outpost X is created. Army A moves to Outpost X, begins ransacking.
Army B moves to Outpost X, joins to Army A.
Army A is no longer ransacking unless you click "ransack" again. (key point)
Without Army A ransacking, Outpost X becomes City X.
Army A should be moved to border of territory X (assumed), but this functionality is malfunctioning.
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I've lost armies to the same behavior in a single player game.
When a faction has no cities, you cannot declare war on them. So when your only outpost is being ransacked, you're not technically "at war". When it becomes a city, I presume there's an intent for units to be relocated outside the territory, because trespassing isn't generally allowed when not at war, and that isn't working properly.
My presumption is the following:
Outpost X is created. Army A moves to Outpost X, begins ransacking.
Army B moves to Outpost X, joins to Army A.
Army A is no longer ransacking unless you click "ransack" again. (key point)
Without Army A ransacking, Outpost X becomes City X.
Army A should be moved to border of territory X (assumed), but this functionality is malfunctioning.
What if this was intended for the neolithic era though? The devs confirmed mechanics change as time progresses. Even if that wasn't the case, it could still make sense. If there's an army ransacking a city for decades than that outpost decides to revolt against the oppressor, building up, creating a newly founded city, the units inside would be killed. Just one way to think of it and seeing as it was my first city, and 1 of 2 of my outposts, it kind of saved my position in the game, or else I would have been toast.
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