The bugs with cities you obtain through massive surrender have mutated. If the bug occurs, which it doesn’t always, the dialogs for Annex / Puppet / Raze get auto-closed for all but the last city. That city behaves normally, but the remainder enter into a magical limbo state. In this state, you have full control of them, but they generate no unhappiness, and they do not increase the cost of social policies. However, their central square produces no food at all, no matter how many Maritime city-states allies you have.
This lasts until you save and reload. Then the limbo cities start generating unhappiness as annexed cities, but still generate no food in the city tile. At this point, your best solution is to raze them all. You’re kind of SOL if you wanted to keep any of them, either as puppets or as annexed cities.
EDIT: My theory is that this magical limbo state is now the new normal state for a city that is newly conquered but still has the choice dialog up. The lack of unhappiness allows the game to show unhappiness before you annex / puppet. The lack of food in the central square probably makes Razing work correctly, where before cities on fire had an annoying tendency to generate population growth.
It’s a case of “works on my machine” so perhaps they haven’t nailed down why it happens to some?
I only play large maps with many city states on an older quadcore and I don’t think I’ve experienced AI turns longer than 15 seconds.
On another note Didn’t we talk about how Satellites no longer revealed all the map? I was playing right after the patch… and suddenly all was revealed. Pretty sure it was right after inventing radar.
Can anyone confirm whether trading luxury resources was tweaked somehow in the latest patch? I’m browsing through the patch notes and don’t notice anything about changes to the way the AI treats the trading of luxury resources. The reason I ask is simply due to the impossibility, in my current game, for any other civ to accept a trade of 1:1 for a luxury resource, no matter the combination of resources I choose. Every one of them wants a 2 for 1 deal; I have to give them two of my luxury resources for one of theirs. It has suddenly made the game much more difficult in terms of happiness.
I’m not sure if there’s something particular about my current game that has made this behaviour come out or if it’s new with the patch, though. I’ve simply not had this much difficulty on Prince before.
anarch
3924
I’m having this problem as well post patch. Hopefully it will be addressed via a mod or patch soon.
Equisilius – I’m seeing the same thing. The AI seemingly now values your luxuries at around 125g and its own around 250. They pay much less for strategic resources as well.
Definitely makes the game harder.
I have the same issue, but assumed it was because it was late in the game and they just didn’t like me anymore… it will be interesting to note, if they’re the same early in a new game.
Janster
3927
Sigh, I want my MP combat animations !!
It’s very early in my game (it was a brand new start and happened immediately upon my attempt to trade my first luxury resource and ever since).
At least the issue is an obvious one and not something I’ve done differently. That it wasn’t in the patch notes suggests it was an unintended consequence of some other fix/tweak and I hope it gets fixed quickly if it’s a glitch. That’s a big bonus to the AI in a 2:1 swap.
Which makes me think: does the AI trade resources among AI-controlled civs and would they have the same ease/difficulty?
hong
3929
According to the in-game screens, the rocket artillery doesn’t need to setup before firing. However, I’ve found that some of my RA’s need to setup first, like the earlier artillery types. Has anyone else seen this?
deanco
3930
I heard this happens with old units, catapults etc which last till the modern age and get upgraded. They somehow retain their original properties (need to set up first) through the ages. A brand new unit should work correctly. Then again, it could be a bug.
KevinC
3931
MP is very difficult for me without them. There’s too many visual cues in this game to be forced to play with them off.
Yeah, that sounds like the ruin-upgraded scouts, who can ignore movement penalties due to terrain for the entire game (if the unit survives).
This is exactly what’s happening. Upgraded artillery retains the “setup” property, where newly built ones can fire without setting up.
It’s reason enough to consider building new instead of upgrading. It’s unusual for old artillery to have more than 60 XP, and 30 is a lot more common. You can get 45 from training buildings. With 3 move, defective Rocket Artillery can still move 1 space, setup, and fire, whereas standard RA can move 2 and fire. This makes them a lot more viable for combat support as opposed to strictly city-taking.
They really should revisit how some upgrades work. It’s slightly silly that Caravels upgraded to Destroyers have +2 sight range over standard Destroyers.
The Unique Units have traits that stick through upgrades as well. Janissaries are kind of iffy when they appear, but when upgraded to Rifles or better yet Mech Infantry they’re really vicious. The +25% attack is not bad, but it’s the regeneration that makes them powerful.
hong
3934
Hm, I guess I can see why upgraded units keep thei special features. It would be annoying to lose powerups like longbowman extra range or janissary regen when you move to an ostensibly more powerful class. In this case though, it’s definitely a misfeature.
Also, has anyone been able to get the achievements for sailing round the world and annexing a puppeted city?
The sailing around the world achievement appears to be bugged. I’ve done it many, many times and never gotten the achievement.
The “bully” achievement requires that you annex a puppeted city state. And yes, that one works.
And incidentally, the upgrade from Longbow is Rifleman, same as the crossbowman it replaces. So you always lose the 3 range. I haven’t seen if the “fix to archer-like units” fix applies yet, but this used to hose both longbows and crossbows, since the Rifleman is a melee unit and range-specific promotions don’t work and aren’t converted to the melee equivalent (Drill and Shock).
The mod that converts their upgrade into a cannon is a pretty fair compromise, although with some enemies I ended up with waves of cannon in opposition that were no fun as they actually correctly fortified them inside of cities and bombed the shit out of attackers (what can I say, I’d grown complacent after countless games of “moving cannon/artillery around and then never actually firing them before they are overrun”). Well, at least for a while until they forgot they weren’t melee units and decided to stand in open plains to get that shot they needed, well within the range of cavalry.
So it seems that most UU bonuses are retained, except for pure strength ones, or in cases where the unit changes from ranged to melee? Foreign Legion Mech Inf would be nice if the game lasted that long.
hong
3939
I miss the old-skool performance comparison table. It always gave me such a buzz to know I was a better leader than Dan Quayle!
Reldan
3940
I’m having a similar issue. 150G for a luxury is about the max I can get now for resources that I know would have netted me 200-250G pre-patch.
I may have to crank the difficult setting back down now - playing on Immortal now is a bit insane - I’m building and trading and buying stuff as efficiently as I can possibly do, and I’ve got 2 cities, 2 warriors and an archer when Japan next to me has 5 cities and already has a couple freaking Samurai.