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For the screem shoot. To the death. Mack spoilers.

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.
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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
Dodo Tier Player
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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.
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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.
Suffer Game Sicko
Dodo Tier Player
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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.
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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.
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