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The scout auto seek is no longer a thing either.
The civs are war hungry, this is my second co-op playthrough and I just had all 3 of the civs I met go to war with me. I "understood" the one that was closer to my city, even though he made the new town closer to me, but the other two are farther away. In fact those two are closer to my co-op partner, and they are touching each others boundaries, but they decided to go to war with me, not with each other while touching borders, or to war against my partner, who is closer to both of them. O.o
Honestly, it feels like they are war hungry against "host". Only thing I can think of to describe it.
I think we have to conclude that we bought a half complete game. I would have been happy with my 110euro for a full game but this? Im not happy. Not at all...
This wouldn't be as bad if that also meant that my alliance member has the OPTION to get peace when I make peace.
Right now playing with a second player, I feel bad because I always ALWAYS get war targeted by the entire civ map. Lol. So she gets it as well, then whenever they ask for peace and I accept the peace, I worry about her still getting bombarded by the civs. It should be given as an option like "Your alliance member chose peace, do you want to have peace or keep the war going?"
Again, just stuff like this makes the game feel... clunky, I can't really think of anything in this game that is run smoothly without any complaints or huge deviation from the normal rules of civ to the point it's "alien"
There are 2 invisible numbers, a trade range for water routes and a trade range for land routes with the water range being vastly higher then the land range
as you are unable to see these numbers, and the things that effect them arent really explained, it looks super random whether you can or can not trade with a town
as the water range is so ridiculously high, simply building ports in your cities (which enables water trading routes) will typically allow every other player to trade with said city
thats why my brother and I always build coastal cities with ports, so we can make trade routes with another (which works in 90% of all cases, I m completely lost on the remaining 10% though)
as the AI does not do this, you can often simply not trade with the AI until the exploration age (unless you secure an eco suzerain boni that increases trade route range)
if a city switches between being tradeable and not tradeable, maybe they build a port and the port burned town in a natural disaster? idk
there are a lot of narrative events that set your production to 0 for a few turns
at least it isnt as bad as the gold alternative, as when a narrative event sets your gold income to 0, you ll end up deep in the red, as the game does not account for the maintenance costs so it ends up like -130 gold per turn LOL
For 9)
conquering cities works differently then 6, you need to just step onto each urban district once (i believe, I m not 100% sure tho), meaning you probably just happened to step on the last district tile of the capital that still needed to be stepped on
I believe the warehouse is the tile yield (typically when you build an urban building over a tile, the tile looses its base yield, and I think the buildings that say they dont destroy the warehouse keep the yield (not entirely sure tho))
For 14)
thats why camels are the most important resource in the first two ages
if you see camels, grab them instantly!
if you see a foreign city with camels, trade with that city!
camels increase the amount of resources a city is allowed to carry by an utterly stupid amount
I ended up having 10 jade slotted into a single city using camels, causing that city to produce 200 gold in the ancient age and 600 gold in the exploration age
(also markets increase the resource slot count of a city by 1 as well)
I think the Idea is:
Another Civilization wants to denounce you, you have an opportunity to smooth things over, causing the denouncement of your civilization to fail
You are not being forced to denounce the other civ, the other civ is trying to denounce you and you can make their denouncement fail^^
18)
For keeping cities:
You dont just have a high chance for unrest, you will actually always get unrest, HOWEVER:
Unrest is not like it is in civ 6 (I know 7 is really really bad at communicating what is actually going on here)
Unrest just means the city is not allowed to do anything, there is nothing you need to fix, nothing for you to do but to wait, the city is not going to rebell or anything
the unrest timer just tells you when you are allowed to do stuff in the city again
this mechanic just exists to prevent you from summoning units out of thin air in the heart of the enemies empire after just defeating the first little town
the big benefit for keeping cities is the legacy milestone advancement, allowing you to get more military legacy points, also unless you are in the happiness crisis (like the specific crisis event where you slot in unhappy policies), unhappiness does literally nothing, so going over the city limit doesnt matter
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for razing, yea the penalty is just way too much
It‘s impossible that this Civ-game comes from the same developers as the previous civs.
Still, hate the most, the 2 hard resets on age transfer