Scrollbar in Domestic advisor lengthened to make use of previously unused line.
Does that mean you've added something like "No to all" on the Domestic Nag modal box for aqueducts and hospitals? (Please, dear lord...)
Mobile units now have to make a die roll to determine if they withdraw. Success is also modified by their experience level.
What exactly are the odds that they will withdraw at the various levels?
Workers on AI Automation (A/Shift+A) will now sleep in a city when there are no more actions to take. They will automatically awake when something needs to be done (such as clean pollution).
Is there still a 2-worker cap on pollution cleaning, or will it now use as many workers as necessary to clean it in one turn?
Improved unit activation sequence.
In what way was it improved? How is it different?
It is now possible to completely suppress a city's cultural reversion with enough military units.
Precisely how many are enough?
Fixed a number of bugs involving recon missions.
Did this fix the bug where one recon wiped out another that overlapped?
Fixed bugs involving unit ordering.
What does that mean exactly? You mean giving orders to the units, or the order the units do something, or what?
Fixed bug with the cleanup pollution order.
What was that bug exactly?
Fixed bug which caused some government buildings not to function correctly.
Which government buildings? And what were they doing wrong?
Fixed infinite city growth exploit (involving granaries and size 6 cities).
Also size 12 cities, or was that one left in?
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Thank you.
Does that mean you've added something like "No to all" on the Domestic Nag modal box for aqueducts and hospitals? (Please, dear lord...)
Mobile units now have to make a die roll to determine if they withdraw. Success is also modified by their experience level.
What exactly are the odds that they will withdraw at the various levels?
Workers on AI Automation (A/Shift+A) will now sleep in a city when there are no more actions to take. They will automatically awake when something needs to be done (such as clean pollution).
Is there still a 2-worker cap on pollution cleaning, or will it now use as many workers as necessary to clean it in one turn?
Improved unit activation sequence.
In what way was it improved? How is it different?
It is now possible to completely suppress a city's cultural reversion with enough military units.
Precisely how many are enough?
Fixed a number of bugs involving recon missions.
Did this fix the bug where one recon wiped out another that overlapped?
Fixed bugs involving unit ordering.
What does that mean exactly? You mean giving orders to the units, or the order the units do something, or what?
Fixed bug with the cleanup pollution order.
What was that bug exactly?
Fixed bug which caused some government buildings not to function correctly.
Which government buildings? And what were they doing wrong?
Fixed infinite city growth exploit (involving granaries and size 6 cities).
Also size 12 cities, or was that one left in?
-----
Thank you.
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