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OK, here's a quick update. I'll take screenshots and such next turn.
I got seafood-seafood offers from Nauf and Amicola, and it certainly looks as though they're gearing up to fight eachother. Which is a good thing. Colonising the island is going well. I've got two settlers on the way now, and a third in production, and I shipped over a bunch more workers.
I'd like a Golden Age asap for some needed civic swaps, so I've got the capital working on another great person that now its finished the NE. I have a Great Engineer that arrived a couple turns ago. It'd be nice to use it to get the Taj, but I'm not counting on it. So my tech path is to help gear up towards a big civic swap, so I want Priesthood and Theology, and Mercantilism, and maybe even Nationhood for drafting? Although I think I'd be better off with Vassalage+Theo+Police State if I want to go to war.
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So by "next turn" I of course meant "next week"
Anyway, here's the island:
Here's where Amicalola is fighting Naufragar.
I'm getting ready to get a piece of Nauf as well.
Demos at 100% science:
Not bad considering there's at least three civs in Golden Ages right now.
August 17th, 2021, 09:38
(This post was last modified: August 17th, 2021, 09:39 by Mr. Cairo.)
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I don't remember the setup process, but was this a mechanic we agreed upon?
And if not, is it something that is normally enabled in these games? I was very shocked to see this, I had always assumed it was disabled.
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I can't remember the last time I saw that happen in a mp game. Honestly I'd be surprised if anybody has even been considering it when settings have been put together
Suffer Game Sicko
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Didn't it happen to GJ in PB18?
I've always assumed it was on and just kept enough units in culturally pressed cities.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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(August 17th, 2021, 12:01)Old Harry Wrote: Didn't it happen to GJ in PB18?
I've always assumed it was on and just kept enough units in culturally pressed cities.
I put more units in the city, but clearly not enough. I just never thought it would happen. I think there needs to be some sort of ruling made here. But I don't see how we can turn it off mid-game? If I just have to live with it that's ok, but it does have to be a rule to be considered for future games.
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I'll post in the lurker thread and ask others to weigh in, but I'm inclined to say no reload simply because it's a default game setting and there was no talk about turning it off before hand.
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It is an obnoxious game mechanic, but it isn't a bug.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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(August 17th, 2021, 16:07)Krill Wrote: It is an obnoxious game mechanic, but it isn't a bug.
I know, my question was whether it's a mechanic we discussed during setup or one that is normally turned off by default. I guess it isn't, although it should be, imo.
August 18th, 2021, 17:39
(This post was last modified: August 18th, 2021, 17:40 by Old Harry.)
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If you point to the culture bar inside the city screen it tells you what the % chance of revolt is, which allows you to add units until it drops to 0%.
I haven't ever seen removal discussed in a setup (or any other) thread.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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