If you refer to the list of changes at the link, a version will be produced that reduces the Dark Ages a little, which will also reduce the affect of Black Death. When cities get a a disaster, they get a happiness hit of -2 for 3 turns, so if a city got a plague 2 times in 3 turns, it would suffer a -4 hit which may cause it to rebell.
There are more happiness hits in AOM now so you need to keep an eye on empire happiness a little more than in Cradle or CTP2.
The Town Watch ONLY appear if you leave a city totally empty for a turn. They do not appear, and I have never had one appear, if a city has a garrison. The TW unit is a penalty for leaving a city empty, as the AI may not recognise a empty city as a target and ignore it if you abandon it. The TW is therefore effectively a penalty for an attempted cheat, ie, leave a city empty and the AI will not take it.
The one government track only applies for the middle ages, each government is the same statistically (except for caliphate/sultanate), they just have different wonders available that give you, effectively, a new and different set of civ attributes for the Middle Ages, including special units. This way you can have the heavy foot and cavalry knights of the Theocracy, vs the cheaper, faster units of the Sultanate(Jannisary, Mameluke, Saphia) or Theocratic Empire(Eagle Archer, Eagle Warrior). This gives the Middle Ages a completely separate feel to the rest of the game, giving that period the religious feel it had in reality. You get one opportunity (with a happiness penalty of -5 for 5 turns) to change when you research Dark Ages. All these government streams re-unite for later governments (Democracy etc.). So you are not really stuck in one stream.
Suburb tiles cannot appear on a wonder, they do appear on goods and sometimes outposts. But they can be pillaged away over 2 turns for 500 gold each, think of it as urban renewal. Not all wonders have a tile improvement. I have noticed very occassionally that a wonder will be placed on a suburb (rather than vice verca), and that will produce a ruin tile. This is not supposed to happen (but so are a lot of things to do with slic), so if it does, I just use cheat mode to fix it.
Something that does happen which I was not intending but do not mind, is that an outpost next to a city may be removed if the citys has a disaster. In the strategy manual I suggested from now on it is better to have your city 2 tiles away from a good for this reason.
There are more happiness hits in AOM now so you need to keep an eye on empire happiness a little more than in Cradle or CTP2.
The Town Watch ONLY appear if you leave a city totally empty for a turn. They do not appear, and I have never had one appear, if a city has a garrison. The TW unit is a penalty for leaving a city empty, as the AI may not recognise a empty city as a target and ignore it if you abandon it. The TW is therefore effectively a penalty for an attempted cheat, ie, leave a city empty and the AI will not take it.
The one government track only applies for the middle ages, each government is the same statistically (except for caliphate/sultanate), they just have different wonders available that give you, effectively, a new and different set of civ attributes for the Middle Ages, including special units. This way you can have the heavy foot and cavalry knights of the Theocracy, vs the cheaper, faster units of the Sultanate(Jannisary, Mameluke, Saphia) or Theocratic Empire(Eagle Archer, Eagle Warrior). This gives the Middle Ages a completely separate feel to the rest of the game, giving that period the religious feel it had in reality. You get one opportunity (with a happiness penalty of -5 for 5 turns) to change when you research Dark Ages. All these government streams re-unite for later governments (Democracy etc.). So you are not really stuck in one stream.
Suburb tiles cannot appear on a wonder, they do appear on goods and sometimes outposts. But they can be pillaged away over 2 turns for 500 gold each, think of it as urban renewal. Not all wonders have a tile improvement. I have noticed very occassionally that a wonder will be placed on a suburb (rather than vice verca), and that will produce a ruin tile. This is not supposed to happen (but so are a lot of things to do with slic), so if it does, I just use cheat mode to fix it.
Something that does happen which I was not intending but do not mind, is that an outpost next to a city may be removed if the citys has a disaster. In the strategy manual I suggested from now on it is better to have your city 2 tiles away from a good for this reason.
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