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Interesting! That makes sense; obsolete types of unit should normally be removed from the list.
I'm not entirely certain what the trigger is for each unit type to go obsolete, though. I know there have been times when I can build both older and newer units; the CivFanatic site indicates that each unit defines its own point of obsolescence, and isn't dependent on the availability of a specific upgrade.
It seems as though each unit has a requirement for when to become available and one for when to become obsolete. So, if the requirement for Samurai to become available (Feudalism) has not yet been met, but the tech that makes Swordsman obsolete has been met (civ wiki says Replaceable Parts, but I'm pretty sure that's wrong), you'll face a situation where neither unit is available.
So, if you have researched iron working and unlocked swordsmen, and have at least 20 iron accumulated, warriors will disappear from both your production and your purchase pick lists, while swordsmen will be available in both lists. If you lack 20 iron, swordsmen will disappear from the pick lists, but warriors will again be available. If by "2 iron" you mean you have accumulated two iron, rather than that you own two iron mines, what should be the case if the game were operating properly, is that swordsmen aren't on either pick list, but warriors are.
The presence or absence of encampments and their buildings doesn't affect the ability to produce or buy any unit, it just makes units created by that city better, in the sense that they gain XP faster. All of your cities should have warriors but not swordsmen in their pick lists as long as you don't have enough iron, then as soon as you get enough iron, they should all flip to all not having warriors and all having swordsmen. By the way, if you have any warriors in production, the instant you accumulate 20 iron, that warrior production will automatically consume the 20 iron and switch to swordsman production.
What you describe in your update makes sense, with this exception, you should still have been able to make warriors, at least if you lacked 20 iron. Researching Apprenticeship unlocked men-at-arms, and that removed swordsmen from your pick lists. You didn't yet have Feudalism, though, so you didn't have samurai on your pick lists. That's all expected and normal game operation. Warriors , though, should have popped back up as a choice if you lacked 20 iron.
Arguably more consistent game design would have let you build warriors even with 20+ iron, but the devs apparently didn't bother to code the mechanics properly to make that possible, presumably because only Japan can get into this situation because it unlocks samurai with a civic and not a tech. The devs must have left the coding that made Apprenticeship get rid of the ability to make swordsmen, rather than recoding to make that trigger Feudalism. The game is coded to "think" you could build swordsmen with all that iron you had accumulated, so it was coded to not let you build warriors either.
The earlier benefit is much nicer. I assume the devs nerfed it in order to make it more challenging when you discover that you lack a strategic in your territory, and to make the unique versions of a given unit that require only 10 or 6,instead of 20, of that strategic, more valuable.