Old World: How does X work? Post your gameplay questions here!

You could also look at placing governors who have good research bonuses and choosing new advisors who give you more research. Whatever you do, doing it immediately is the right choice to have a chance.

Turns out I can’t place Governor because I don’t have Garrison. Guess I will have to forego this Ambition.

  1. What does Blessed/Cursed traits do exactly?
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  2. Has anyone ever taken the Autonomous Rule choice? Is it as bad as it looks?

  3. Do explorers gain attributes scores outside of popup events? It is possible I wasn’t paying attention, but I don’t recall Duchess Alittum being this stacked when she started her adventure.

My guess on the no-info traits was that they’re keys for the event system but don’t actually do anything. Just a guess tho.

Yeah, I’ve seen some events that reference Blessed or Cursed as a requirement, not seen them show up otherwise.

I’ve only seen the autonomous rule event once. I didn’t take it.

4 posts were merged into an existing topic: Old World (pka Ten Crowns) from Soren Johnson

Q: Is there any penalty for a negative training income?

When you’re running a shortage of raw materials like wood or stone, you’re dinged for the cost of the shortage. And I believe when you’re running a negative money income, you automatically sell resources to make up the deficit. But what happens when you’re running a deficit on something that can’t be bought with money?

I’ve got a game going where I’ve got more training going out that coming in. What little I’m producing is being sent out in trade and tribute, but I don’t even have enough to meet that demand. So I’m pegged at zero training, with a negative income of -50. It’s been this way for a couple of turn, but my trade and tribute deals are still in effect, even though I can’t pay them. And I’m not able to find any negative effect from this.

Can I just run a negative value without any side effects (other than being unable to do anything that requires spending training)? It seems like the trade and tribute deals should be canceled, but as far as I can tell, they’re going strong.

-Tom

Can you build units? (Since normally if you build a unit, that city’s training doesn’t go to the stockpile, but rather to the unit construction.)

What is supposed to happen is that your cities are forced to do Councils as that will send all of your Training to the global stockpile. (I think if you STILL can’t make up for the negative, it just sets it to zero as you lost all your production for the turn anyway.) It rarely comes up, and I wrote this code years ago, so lmk if it’s not working.

I could queue up units, but when the turn processes, each city will drop a Council project into the front of the queue.

Yep, that’s exactly what happened, but even with my cities forced into Councils, I was still running a negative balance because of the trade and tribute deals. I’m assuming those deals should have broken when I couldn’t pay them? If so, I don’t think that’s working. But your forced Councils are definitely working. Very clever solution!

-Tom

Yeah, my opinion is that a fix here might be worse than the problem, so I’m in wait and see mode to see if they can be actively exploited. Not being able to build anything in cities seems pretty bad!

How is damage distributed when there are multiple damagable entities on a tile?

I’m curious if a worker ‘soaks’ hits for a military unit its co-located with, and same with city HP.

Extra units on a tile, both for cities and stacked units, each take 1 HP of damage

Ok, so damage is applied as normal to the ‘top’ entity (is it city → military → civilian?), and everyone underneath just gets a flat 1 damage?

yes45

But that flat 1 damage can’t take the last hit point? Or is that only true for units in cities?

Yes, will never kill a unit

Maybe there should be a concept in the in-gamepedia called collateral damage or something?

@SorenJohnson - possible bug or maybe just strange WAD.

One city challenge (current game of the week)

I parked troops on 3 city sites.
Each incurred a 1 order cost.
This seems correct.

However, after I absorbed the city sites and they turned into Minor City improvements, I still suffer the 1 order cost if a unit is stationed there.

Thanks - probably a bug