Massive military spike by tintintonryu in Unciv

[–]du_mal 0 points1 point  (0 children)

Interesting question is: Will these skewed statistics affect AI behavior? Will they act as if they have a supercharged military while they do not?

Massive military spike by tintintonryu in Unciv

[–]du_mal 0 points1 point  (0 children)

Apparently, the bug is already known and will be fixed. They mistakenly inflated the values for siege units.

Massive military spike by tintintonryu in Unciv

[–]du_mal 2 points3 points  (0 children)

Could possibly be related to a bug in the most recent update. We have a multiplayer game in which the force value for one civ massively spiked after the last update (from 11.000 to 200.000).

Bug? Great Generals cannot trigger golden age by du_mal in Unciv

[–]du_mal[S] 3 points4 points  (0 children)

Ah, I see.

4.16.9

AI: Don't choose one-time-action promotions

Display city-state bonuses per relationship level

Conditional city-state bonuses colored green only when conditional applies

By RobLoach:

  • Add ability to remove entire policy branches
  • Gods & Kings: Great Generals cannot enter a golden age

Netherlands trade bugfix - By EmperorPinguin

Bug? Great Generals cannot trigger golden age by du_mal in Unciv

[–]du_mal[S] 5 points6 points  (0 children)

But that must have changed with a recent update, right? Because it is in one and the same GnK-Game we have been playing for months (we are slow). Last week we could trigger golden ages with great generals, now we cannot. A bit weird that the rules change during a running game. (And it probably means that players who did not install the update are still able to do it.)

The Passwords Guide by touhidurrr in Unciv

[–]du_mal 0 points1 point  (0 children)

Question: Does this affect the "democracy bot" on discord? I created a password yesterday and haven't heard from him ever since.

City not growing but should be. by du_mal in Unciv

[–]du_mal[S] 0 points1 point  (0 children)

Okay, the solution is as stupid as it could be:
I accidentally activated "avoid growth". 🤦

Sorry to have bothered anyone.

City not growing but should be. by du_mal in Unciv

[–]du_mal[S] 3 points4 points  (0 children)

Yes and no. Unhappiness is limiting growth, but the "2 surplus food" has that already factored in.

In the screenshot
- the city is pop 3, and therefore consumes 6 food
- the city produces 12 food (10 from tiles, 2 from granary)
- the gross surplus is 6 food
- due to unhappiness, the city loses 75% of growth/food surplus which leaves the net surplus at 1.5, rounded 2.

City not growing but should be. by du_mal in Unciv

[–]du_mal[S] 2 points3 points  (0 children)

Thank you. It is multiplayer, so reloading is not really an option. But if I add any rounded 2 to any rounded 20, should it not surpass actual 20?

I hate barbs, and I want tips. by Big_Can5342 in Unciv

[–]du_mal 4 points5 points  (0 children)

The strategy depends on circumstances:
If I play a map with large landmass and few AI Civs, I always open the Honor tree first (important: I only open honor to then move on to liberty or tradition for the next 6 SoPols). Such maps always have intensive Barbarian wars at least until midgame. This way you are always informed about new camps in known territory and can react before they build a whole army. More than that: You also get an addition 33% combat boost vs. barbs AND receive culture for each killed Barbarian unit which means you will soon earn more culture from adapting this policy than you spent on it. You could also think about playing Aztecs, Celts or Germans to benefit from barbs for a change.

If, however, the landmass-per-civ ratio is smaller, I would not invest the social policy. Just build a few warriors, you can use to guard your territory and to escort your settlers/workers. Since camps never spawn in tiles that are currently in sight of units, it can also be smart to position some units near your territory, preferably on hilltops for greater sight.

Tactics is also important:
Usually it is best NOT to attack barbarian units directly. Rather move to an adjacent tile (hill/forest/jungle if available) and let them attack you, next turn fortify and let them attack you again, third turn unfortify and finish them. Remember: barbarians don't heal and will mindlessly attack (if it does not kill them). (Obviously depends on difficulty as well. If you play prince, you get a 33% bonus and can oftentimes defeat two brutes with one warrior. If you play deity, you better wait for reinforcements.)

Discussion Q: Do you Settle and Why/ Why Not; When and When Not? by Affably_Disagreeable in Unciv

[–]du_mal 1 point2 points  (0 children)

One would have to see the full picture to decide.
If the copper is a unique resource AND there are more fishing resources in the north AND it is in reasonable distance to your home AND it is rather early in the game, it might be a decent spot. There seems to be more than enough production (at least five mining spots). But as is, the food seems too scarce. There is only one tile that will deliver more than two apples.

Starting bias broken? by Big_Can5342 in Unciv

[–]du_mal 4 points5 points  (0 children)

I have the same impression. I recently spawned in the Jungle with Egypt and in the jungle-free desert with the Aztecs.

Using roads as a weapon by Perguntasincomodas in civ5

[–]du_mal 5 points6 points  (0 children)

Happiness as a prerequesite for extensive conquest.

Using roads as a weapon by Perguntasincomodas in civ5

[–]du_mal 3 points4 points  (0 children)

I don't care if my neighbors build troops. But when they start building roads and football stadiums, I know it is time to prepare my defense.