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CivCity - changing an owner of a city

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  • CivCity - changing an owner of a city

    When CivCity transfers a city to another tribe, it didn't correct any map data, such as "tile is in city radii of tribe N" or "tile is owned by tribe N".

    Is this OK?
    Or this incorrect map data will result incorrect game run?

  • #2
    I use CivCity all the time without any problems. I use it when designing scenarios to edit barbarian cities and also in multiplayer games to swap cities with other nations.
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    • #3
      I think a human player will not be confused with "map tile ownership".

      But how about to transfer a city between AI-controlled tribes?

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      • #4
        Good point. That I do not know.
        SCENARIO LEAGUE FORUM
        SCENARIO LEAGUE WIKI SITE
        SL INFORMATION THREAD
        CIV WEBRING MULTIPLAYER FORUM

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        • #5
          This will only work when you are developing a scenario.

          1. CHEAT MODE
          2. SET HUMAN PLAYER - new owner of city (e.g. civ X)
          3. DESTROY ALL UNITS AT CURSOR - in target city
          4. CREATE UNIT - any suitable civ X unit, next to city
          5. Have unit enter city and make any needed adjustments to units in city, city improvements,city size etc..
          6. SAVE AS SCENARIO
          Excerpts from the Manual of the Civilization Fanatic :

          Money can buy happiness, just raise the luxury rate to 50%.
          Money is not the root of all evil, it is the root of great empires.

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          • #6
            Originally posted by AGRICOLA View Post
            1. CHEAT MODE
            2. SET HUMAN PLAYER - new owner of city
            In that scenario which I want to modify changing human player causes a new turn

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            • #7
              Originally posted by keu View Post
              In that scenario which I want to modify changing human player causes a new turn
              Damn! Just set "always wait end of turn" option and it fix the problem.

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              • #8


                Well done. Glad you found your problem. I really had no idea why a procedure that has worked for me did not work for you.

                In the last few years, virtually all my playing has been playtesting where "always wait end of turn" is mandatory so one can write down what has happened and try to sort out the problems that always crop up in alpha and beta tests.
                Excerpts from the Manual of the Civilization Fanatic :

                Money can buy happiness, just raise the luxury rate to 50%.
                Money is not the root of all evil, it is the root of great empires.

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                • #9
                  Always waiting at the end of the turn is a good idea in any case. It gives you a moment to review. If your last free unit stumbles across an enemy patrol, for example, you can unfortify or "wake up" another to kill it before it gets into mischief. That, and I just find it annoying to suddenly lose control of things that way.
                  1011 1100
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                  • #10
                    Originally posted by AGRICOLA View Post
                    virtually all my playing has been playtesting where "always wait end of turn" is mandatory
                    I'm always playing with "wait end of turn" too, and I just have forgot that this option can be unset

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