Originally posted by Arrian
The new & improved Shift+A command goes a loooooong way toward reducing my frustration with the late game. Pollution is a pet peeve of mine, and manually moving stacks of 8 workers around (fortifying them when there was nothing to do) drove me nuts.
Thank you.
Regarding military suppression of cultural reversion: does this apply only to cities which have been captured? Or does it mean that a border city which is weak culturally but has a bunch of units won't defect? If so, that weakens the culture bomb, and I'd like to know so I can plan accordingly.
Theoretical examle:
Zulu city, culture of say... 18 (has a temple only... for 9 turns). 7 of the squares w/in it's 21 radius are within the cultural borders of my neighboring cities, which are well into the 100's in culture. Pre-1.17, those are pretty good odds for a flip. Now say that Zulu city has 6 military units in it. Does that reduce the chances I'll get the city through culture?
Thanks again,
-Arrian
The new & improved Shift+A command goes a loooooong way toward reducing my frustration with the late game. Pollution is a pet peeve of mine, and manually moving stacks of 8 workers around (fortifying them when there was nothing to do) drove me nuts.
Thank you.
Regarding military suppression of cultural reversion: does this apply only to cities which have been captured? Or does it mean that a border city which is weak culturally but has a bunch of units won't defect? If so, that weakens the culture bomb, and I'd like to know so I can plan accordingly.
Theoretical examle:
Zulu city, culture of say... 18 (has a temple only... for 9 turns). 7 of the squares w/in it's 21 radius are within the cultural borders of my neighboring cities, which are well into the 100's in culture. Pre-1.17, those are pretty good odds for a flip. Now say that Zulu city has 6 military units in it. Does that reduce the chances I'll get the city through culture?
Thanks again,
-Arrian
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