October 22nd, 2020, 19:50
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(October 22nd, 2020, 19:43)NobleHelium Wrote: WTF, you can get national wonders in a trade?? Is that a bug?
This was my exact reaction, but I just assumed it was an obscure mechanic I didn't know about given that normally when you capture/acquire a National Wonder, you have one of your own already so it goes away. Makes me feel better to know you were surprised too.
October 22nd, 2020, 19:52
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National wonders are always destroyed when you capture them IIRC. So it might be a bug that you can get them in a trade. I want to know what happens if you already had the wonder as well.
October 23rd, 2020, 07:28
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(October 22nd, 2020, 19:52)NobleHelium Wrote: National wonders are always destroyed when you capture them IIRC. So it might be a bug that you can get them in a trade. I want to know what happens if you already had the wonder as well.
If a city is acquired via culture flip or trade it keeps any National Wonders provided the acquiring player does not already have a copy. If the acquiring player already has a copy of the National Wonder the new copy is destroyed.
fnord
October 23rd, 2020, 15:38
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October 23rd, 2020, 16:26
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It's fine. The military presence impresses them.
October 25th, 2020, 19:07
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October 25th, 2020, 19:09
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"Superdeath seems to have acquired a rep for aggression somehow. ![[Image: noidea.gif]](https://www.realmsbeyond.net/forums/images/smilies/noidea.gif) In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
October 27th, 2020, 19:17
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Very cool of Commodore to spend a full 24 hours camping the turn timer in order to play last and then double move on the last turn of peace in order to play first when the war started.
October 28th, 2020, 13:38
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Alright, I've decided I'm not willing to eat this double move.
Here's the situation after I played T137. War is happening on T139 and we both know it (I have a Galleon stack to his southwest that he's had vision on). Commodore has yet to login at the time of this screenshot. Those Galleys have 3 moves, so they can get inside Vancouver or 1S of Raze. I played my turn accordingly. Commodore then decided to play T137-138 in a double turn despite knowing a war was coming the next turn. Now his Galleys are 1NW of Raze, and their fork includes more cities and possibilities than it did when I played T137 and assumed he'd keep turn order.
This should not have happened. It's clear he knew what he was doing too, because he waited until after TBS played so that I couldn't play first the next turn. Check the timestamps.
Quote:10/27/2020 19:06:38 137 Commodore logged in
10/27/2020 17:04:28 137 TBS logged out
10/27/2020 17:03:16 137 TBS finished turn
10/27/2020 16:01:43 137 TBS logged in
10/27/2020 06:17:05 137 Cornflakes logged out
10/27/2020 06:17:05 137 Cornflakes finished turn
10/27/2020 06:09:09 137 Cornflakes logged in
10/26/2020 23:24:12 137 scooter logged out
10/26/2020 23:23:41 137 scooter finished turn
10/26/2020 23:12:00 137 scooter logged in
Nearly 24 hours. He 100% waited and played a double turn intentionally to gain an advantage in a war. I think the turn needs to be reloaded to the start of T138. This will require some people to re-play their turns, but I think it's important enough.
October 28th, 2020, 13:39
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Unless Commodore is willing to let me double move him back on the first turn of the war. I'd accept that too. I doubt that, though.
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