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mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Chronojam posted:

:negative:

All this time...

It look me a lot of manual editing of seeds before I stumbled on that one.

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Crazy Ted
Jul 29, 2003

Super Jay Mann posted:

I guess OP civs really are the theme of this Frontier Pass.
*Bangs fork and knife on table*

VENICE!
VENICE!
VENICE!

QuickbreathFinisher
Sep 28, 2008

by reading this post you have agreed to form a gay socialist micronation.
`
My favorite way to take over the world is genetic bottlenecking, so I just want Civ V Austria back. I want to marry every city state and create a horrible lineage of hemophiliac Fauntleroys with severe lantern jaw.

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer
How do you tell early on if you can get away with settling like 3 or 4 cities vs if all of the CPUs are gonna bumrush you early on?

I won (or basically got to where I thought I had pretty much won) on deity a couple times and got confident then the next game I was playing as Frederick and right about when I built my 3rd settler, Indonesia declared war on me

and I kinda held them off

and then the Ottomans declared war on me and they took my third city that I had snuck off to settle

and then the Georgians declared war on me when I was trying to get it back!!!

So I mean how do I tell like when I'm gonna need to just sit in two cities and turtle vs when it's maybe ok to peek out

That game had an insane start too, I nabbed lady of reeds and marshes and had a city with 4 desert floodplains and a marsh

Byzantine
Sep 1, 2007

Crazy Ted posted:

*Bangs fork and knife on table*

VENICE!
VENICE!
VENICE!

:randno:

HappyCamperGL
May 18, 2014

Stefan Prodan posted:

How do you tell early on if you can get away with settling like 3 or 4 cities vs if all of the CPUs are gonna bumrush you early on?

I won (or basically got to where I thought I had pretty much won) on deity a couple times and got confident then the next game I was playing as Frederick and right about when I built my 3rd settler, Indonesia declared war on me

and I kinda held them off

and then the Ottomans declared war on me and they took my third city that I had snuck off to settle

and then the Georgians declared war on me when I was trying to get it back!!!

So I mean how do I tell like when I'm gonna need to just sit in two cities and turtle vs when it's maybe ok to peek out

That game had an insane start too, I nabbed lady of reeds and marshes and had a city with 4 desert floodplains and a marsh

It mostly comes down to space and keeping the AI happy.

Scouting as much as possible early on. Check the settler lenses regularly. This will show how close a potential city is to enemy cities. Settling on or close to negative loyalty numbers is risky and likely to antagonise AIs. Use this to help gauge how much settleable space you have.

Be familiar with the AI agendas and personalities and how to satisfy them. You can always declare friend with Gilgamesh on first meet them never have to worry about him. Chandragupta and Lady Six Sky will just hate you for being neighbours. Sell luxuries to Montezuma to avoid your people being taken as slaves etc.

Another thing is on first meet not to let the AI see where your capital is. This only allows them to see how easy a target you are. Disguising this gives you more time to build military, satisfy agenda, or do trade deals to improve their impressions of you. Some say you should send a delegation on first meet (I generally would rather keep my money and don't think it makes enough of a difference usually to justify the cost), as they won't accept a turn later.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Elias_Maluco posted:

I reload until I get a decent start on any difficulty

I'm trying to knock out a conquest game as Genghis and the game refuses to spawn me more than 1 horse tile. Even the Civs I run into don't have horses for trade or that make them a target for the first conquest.

Blasmeister
Jan 15, 2012




2Time TRP Sack Race Champion

showbiz_liz posted:

Something to keep in mind is, it also matters a lot who your opponents are. Sometimes you roll the dice and get zero competition for a culture victory, and then sometimes you have every other culture-strong civ working against you, snapping up all the great people and wonders.

This makes sense Gorgo was pushing culture a lot early and kept pushing my finish line further away. Is there any way other than rock bands or wiping them out entirely to slow/reduce the 2nd civ's number? when I nuked Australia his number didn't actually go down that i noticed.



Madmarker posted:

Two wonders are super important: Eiffel Tower (increases appeal, making your Seaside resorts and Natural Parks a lot better)
Cristo Redentor (Doubles tourism produced by seaside resorts and removes the penalty against religious great works toward other civs that have unlocked, some tech I can't remember)

So yes you want to spam seaside resorts, every inch of coastline that can have one should have seaside resorts. Use your builders to to remove marshes and jungles and even the occasional mine (which all lower the appeal of adjacent tiles) and replace them with forests (which increase the appeal of adjacent tiles)

Make sure you have mutual open boarders with every civ and an international trade route going to every civ. There is a multiplier to tourism for having open boarders and one for having trade routes.

Use spies rather than warfare to disrupt spaceports. Warfare incurs a tourism penalty, successful spying does not.

There is a great merchant that gives bonus tourism to civs which you have a trade route to.......it is super powerful. There is a policy card that does the same (Online Communities).

Create national parks to generate large amounts of tourism, and use rock bands to to steal tourists from the civ other than you generating the most culture.

Cristo Redentor was the only one I really missed then, good to know. I tend to be able to build the Eiffel every game as the AI doesn't seem to value it highly but still could only fit 4 national parks in my civ - island living is tough like that. Manually fixing the appeal of tiles with nearby forest replanting is something i didn't consider, good to know you can do more than just blanket +2 your civ and hope

Blasmeister fucked around with this message at 14:39 on Jul 17, 2020

Chad Sexington
May 26, 2005

I think he made a beautiful post and did a great job and he is good.

Stefan Prodan posted:

How do you tell early on if you can get away with settling like 3 or 4 cities vs if all of the CPUs are gonna bumrush you early on?

I won (or basically got to where I thought I had pretty much won) on deity a couple times and got confident then the next game I was playing as Frederick and right about when I built my 3rd settler, Indonesia declared war on me

and I kinda held them off

and then the Ottomans declared war on me and they took my third city that I had snuck off to settle

and then the Georgians declared war on me when I was trying to get it back!!!

So I mean how do I tell like when I'm gonna need to just sit in two cities and turtle vs when it's maybe ok to peek out

That game had an insane start too, I nabbed lady of reeds and marshes and had a city with 4 desert floodplains and a marsh

I think being unable to setup 3-4 cities to start is just called "losing."

But yeah, just throw scouts out there. And once you meet other Civs, you'll probably have to waste time making enough archers and UUs if you have them to at least come close to matching their military score. Because if they see your capital and see you're weak, they're coming for you.

Madmarker
Jan 7, 2007

Blasmeister posted:

This makes sense Gorgo was pushing culture a lot early and kept pushing my finish line further away. Is there any way other than rock bands or wiping them out entirely to slow/reduce the 2nd civ's number? when I nuked Australia his number didn't actually go down that i noticed.


Cristo Redentor was the only one I really missed then, good to know. I tend to be able to build the Eiffel every game as the AI doesn't seem to value it highly but still could only fit 4 national parks in my civ - island living is tough like that.

Don't forget the importance of the seaside resorts in this equation. Lets assume an appeal 3 tile.

With Eiffel tower this is an appeal 5 tile.

So a seaside resort on this appeal 5 tile will generate 5 tourism a turn.

If you add the Cristo Redentor it is now generating 10 tourism per turn. Base to all civs.

Now come the individual modifiers per opponent civ-

With open borders (+25% modifer additive) this becomes 12.5 tourism to a civ. With an international trade route to the opponent civ (+25% modifer additive) this becomes 15 tourism to the same civ. With the Online Communities card, this becomes 20 tourism(+50% modifer additive).

This is 20 tourism a turn from 1 base appeal 3 tile. Note this is ignoring any great people that increase tourism output.

Albino Squirrel
Apr 25, 2003

Miosis more like meiosis
I have like 600 hours into this game (*actually quite a bit less, it keeps the timer ticking when you have the game up in the background) and I still don't really understand how tourism works. Specifically, I have no idea how the huge tourist numbers created by Rock Bands are "converted" into the tourist counts in the cultural victory counter under World Rankings.

Elias_Maluco
Aug 23, 2007
I need to sleep

Albino Squirrel posted:

I have like 600 hours into this game (*actually quite a bit less, it keeps the timer ticking when you have the game up in the background) and I still don't really understand how tourism works. Specifically, I have no idea how the huge tourist numbers created by Rock Bands are "converted" into the tourist counts in the cultural victory counter under World Rankings.

:same:

By the way, another thing I dont understand: trade route lengths

Game says a trade route will run for 5 turns, for ex, but it goes on for a lot more than that

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Elias_Maluco posted:

By the way, another thing I dont understand: trade route lengths

Game says a trade route will run for 5 turns, for ex, but it goes on for a lot more than that

The listed time is the amount time it will take to complete a cycle, there and back. However there's a 'hidden' minimum number of turns that the route is has to remain active which is basically more than or equal to 22. After the trade route has been active for this amount of time the trader when the trader returns to his start, then you can send him somewhere else.

Because of how this works you end up with some wonky situations where the break points end up almost doubling the time it takes the route to complete.

So for example:

If you're sending the trader to a location that's 4 tiles away, the shortest distance in hexes two cities can be from one another; then it will take 8 turns to complete a cycle, that's less than 22 so it goes again, and now 16 turns later it comes back, but since that's still less than 22 it goes a third time, and now it comes back 24 turns from when you've first sent it. 24 is more than 22 so it stops it's route and you can reassign it.

If you want to be able to reuse traders the distances with the fastest turn around are 4 and 6 tiles [24 turn turnaround] and 11 tiles [22 turn turnaround]. The longest turnaround is 10 tiles, which takes a whopping 40 turns before you can reassign it.


Albino Squirrel posted:

I have like 600 hours into this game (*actually quite a bit less, it keeps the timer ticking when you have the game up in the background) and I still don't really understand how tourism works. Specifically, I have no idea how the huge tourist numbers created by Rock Bands are "converted" into the tourist counts in the cultural victory counter under World Rankings.

Potato McWhiskey has a beautiful explanation of culture here:

Elias_Maluco
Aug 23, 2007
I need to sleep

PaybackJack posted:

The listed time is the amount time it will take to complete a cycle, there and back. However there's a 'hidden' minimum number of turns that the route is has to remain active which is basically more than or equal to 22. After the trade route has been active for this amount of time the trader when the trader returns to his start, then you can send him somewhere else.

Because of how this works you end up with some wonky situations where the break points end up almost doubling the time it takes the route to complete.

So for example:

If you're sending the trader to a location that's 4 tiles away, the shortest distance in hexes two cities can be from one another; then it will take 8 turns to complete a cycle, that's less than 22 so it goes again, and now 16 turns later it comes back, but since that's still less than 22 it goes a third time, and now it comes back 24 turns from when you've first sent it. 24 is more than 22 so it stops it's route and you can reassign it.

If you want to be able to reuse traders the distances with the fastest turn around are 4 and 6 tiles [24 turn turnaround] and 11 tiles [22 turn turnaround]. The longest turnaround is 10 tiles, which takes a whopping 40 turns before you can reassign it.


Potato McWhiskey has a beautiful explanation of culture here:


drat, thanks, I had no idea it worked like that

Why they cant just show how much turns it actually takes instead of that dumb misleading cycle time?

Organic Lube User
Apr 15, 2005

So apparently my issue has been forwarded to the development team, so who the gently caress knows when I'll get to play with the Frontier Pass again.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Elias_Maluco posted:

drat, thanks, I had no idea it worked like that

Why they cant just show how much turns it actually takes instead of that dumb misleading cycle time?

Because the minimum length is actually determined by game speed and era. 22 is just kind of a rule of thumb to work by since most of the time you care about reassigning them is during the Ancient and Classical era, and most people play on Standard game speed. Once you hit Medieval era the turn count increases by ten, and then ten more in Industrial, and ten more again in Information.

PaybackJack fucked around with this message at 18:38 on Jul 17, 2020

Elias_Maluco
Aug 23, 2007
I need to sleep

PaybackJack posted:

Because the minimum length is actually determined by game speed and era. 22 is just kind of a rule of thumb to work by since most of the time you care about reassigning them is during the Ancient and Classical era, and most people play on Standard game speed.

I get it, but I still dont understand whats the reason for this to be hidden. Surely the game knows how to calculate how long it will run

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Elias_Maluco posted:

I get it, but I still dont understand whats the reason for this to be hidden. Surely the game knows how to calculate how long it will run

Because the game can't know if you're going to actually go into the next era, which would increase the turn count, or not. So the best it can do, when you first make it, is say "Here's how long it takes for the trader to do a loop."

PaybackJack fucked around with this message at 18:42 on Jul 17, 2020

Elias_Maluco
Aug 23, 2007
I need to sleep

PaybackJack posted:

Because the game can't know if you're going to actually go into the next era which would increase the turn count or not. So the best it can do, when you first make it, is say "Here's how long it takes for the trader to do a loop."

Ok, makes sense

Zulily Zoetrope
Jun 1, 2011

Muldoon

Albino Squirrel posted:

I have like 600 hours into this game (*actually quite a bit less, it keeps the timer ticking when you have the game up in the background) and I still don't really understand how tourism works. Specifically, I have no idea how the huge tourist numbers created by Rock Bands are "converted" into the tourist counts in the cultural victory counter under World Rankings.

Domestic tourism is a measure of your culture output. Every time you produce 100 points of culture, you get a domestic tourist. Getting an inspiration also counts as generating however much culture you get shaved off the research cost.

Foreign tourism is a measure of your tourism output. Every turn, your base tourism income is added to a pool for each other civilization you've met, multiplied by whatever factors. E.g. you generate 100 tourism a turn, and have open borders with Germany and no diplomatic deals with China. Every turn, you add 125 tourism to the you-Germany pool and 100 to the you-China pool. Whenever you hit a certain benchmark (150 times the number of civs in game), that civilization loses a domestic tourist and you gain a foreign tourist.

Rock bands throw a big one-time number into this pool. Say you're in a six-player game (that's 150x6=900 points a tourist) and your rock band plays a concert that generates 5000 points. Since you get a tourist for every 900 points generated, that civ will immediately lose 5-6 domestic tourists and you'll gain the same amount of foreign ones.

Yes, this is almost exactly the same system as Civ V used, only much more opaque.

Ragnar34
Oct 10, 2007

Lipstick Apathy
I still think it shouldn't be called "tourism." Aggressive cultural pressure makes sense, but when civs complain about being overwhelmed by your blue jeans and pop music, and the internet is a major tourism multiplier, it should probably have a different name. Not sure what though. Hegemony?

Whatever, I guess they've gotten the basic idea across. Ethiopia seems fun. Georgia buff please! I've got a mod that gives Georgia a stronger hills bias and I figured it was helping a bit, but I bet Ethiopia does too. Or is it more of a tropical bias? It'd be interesting if you at least had to get your hills the hard way.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!
high incoming tourism should be something you combat because it destroys the land, reduces your tiles' output, and tanks your citizens' happiness

Albino Squirrel
Apr 25, 2003

Miosis more like meiosis

Zulily Zoetrope posted:

Yes, this is almost exactly the same system as Civ V used, only much more opaque.
Thank you, this is very helpful.

I mean, I still don't REALLY understand, despite having played this game for years and literally having three university degrees, but this is the best explanation I think can be done.

kingcobweb
Apr 16, 2005
I'm getting a ton of crashes in the early game during the between-turns "please wait." Usually it just freezes with no notification, but the most recent time it generated this crash report:

Unhandled Exception
Code: EXCEPTION_ACCESS_VIOLATION
Error writing address 0xc9400

Call Stack
-----------------------------------------------------
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0

CPU: ryzen 7 3700X
graphics: geforce RTX 2060 super

I bought the full package of the game/DLC off steam so it's updated

I've tried both directx 11 and 12; I've updated my graphics drivers. It's a nearly-brand-new computer that handled RDR2 and some other games just fine.

Any ideas for how to fix it?

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!
can you try running it as administrator? maybe the game is trying to autosave but it doesn't have write permissions?

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell
how confident in your memory are you? try running a memcheck?

kingcobweb
Apr 16, 2005

The White Dragon posted:

can you try running it as administrator? maybe the game is trying to autosave but it doesn't have write permissions?

Does running the 2K launcher as admin work or is there another exe hidden somewhere that I need to run as admin?

The Glumslinger
Sep 24, 2008

Coach Nagy, you want me to throw to WHAT side of the field?


Hair Elf

kingcobweb posted:

I'm getting a ton of crashes in the early game during the between-turns "please wait." Usually it just freezes with no notification, but the most recent time it generated this crash report:

Unhandled Exception
Code: EXCEPTION_ACCESS_VIOLATION
Error writing address 0xc9400

Call Stack
-----------------------------------------------------
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0
??? ! ??? ???, line 0

CPU: ryzen 7 3700X
graphics: geforce RTX 2060 super

I bought the full package of the game/DLC off steam so it's updated

I've tried both directx 11 and 12; I've updated my graphics drivers. It's a nearly-brand-new computer that handled RDR2 and some other games just fine.

Any ideas for how to fix it?

Are you running any mods? What sized maps are you playing on?

kingcobweb
Apr 16, 2005

The Glumslinger posted:

Are you running any mods? What sized maps are you playing on?

All DLC, started happening with nothing third party but I’ve added that simple UI adjustments pack

It’s happened on small standard and huge

edit: I ran the memory diagnostic. Everything's fine with the RAM

kingcobweb fucked around with this message at 04:13 on Jul 18, 2020

ccubed
Jul 14, 2016

How's it hanging, brah?
So Hermetic Mages, Vampires and Cthulhu cults in Civilization, huh? Cthulhu Ethiopia looks like a great combo.

Yestermoment
Jul 27, 2007

I finally committed to getting the game for the Switch. First game, I'm in the corner of the map with Cleopatra and Caesar around me. After about.... 15 turns? They decided to declare war on me for no discernible reason beyond me not being their government (merch repub) and was brutally owned because I never build militaries. RIP me.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

kingcobweb posted:

Does running the 2K launcher as admin work or is there another exe hidden somewhere that I need to run as admin?

try finding the civ 6 exe in your steam folder and see if you can change its preferences to run as admin. alternatively, you could try loosening windows 10's restrictions on what has read/write privileges, as an os on the whole it has a lot of idiot proofing that can get in the way of anyone who tries to use it for more than watching youtube

Fur20 fucked around with this message at 06:24 on Jul 18, 2020

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
I really hope that when Civ7 comes (in 2023 or whatever the gently caress) they make culture victory good again and less of a ridiculous hassle.
I liked it in far more Civ4 (and Civ5 to a slightly lesser degree) honestly.

Taear fucked around with this message at 09:50 on Jul 18, 2020

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



Niche question about spies: A lot of the promotions for spies are "Can perform X action as if this unit were 2 levels higher." If I have a max level spy (3) with one or more of those promotions, does that spy have a synthetic level of 5 for those actions? Or is there a hard cap on any action at level 3 and the promotions are just wasted?

super fart shooter
Feb 11, 2003

-quacka fat-

Taear posted:

I really hope that when Civ7 comes (in 2023 or whatever the gently caress) they make culture victory good again and less of a ridiculous hassle.
I liked it in far more Civ4 (and Civ5 to a slightly lesser degree) honestly.

It really sucks, the worst part about it is that the mechanics are so obscure that you never really know how close you are to winning. The victory panel even teases you sometimes, saying you're like 10 turns away, and then the next turn it changes and you could be 50 or 80 turns away, or it doesn't even give any turn count at all, who knows. The goalposts are constantly moving, due to the other players changing culture output and the totally inscrutable way that you gain their tourists. At least with science victory, there's a clear endpoint and even though the concept is similar, (make your numbers go up faster than the other players to win) you know when you can turn your brain off and just mash the next turn button. With culture victory, I have no idea how many hours of rock band spam I have to grind through, which means I have no idea how much I actually have to keep playing for real and being vigilant about late game wars or whatever

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

super fart shooter posted:

It really sucks, the worst part about it is that the mechanics are so obscure that you never really know how close you are to winning. The victory panel even teases you sometimes, saying you're like 10 turns away, and then the next turn it changes and you could be 50 or 80 turns away, or it doesn't even give any turn count at all, who knows. The goalposts are constantly moving, due to the other players changing culture output and the totally inscrutable way that you gain their tourists. At least with science victory, there's a clear endpoint and even though the concept is similar, (make your numbers go up faster than the other players to win) you know when you can turn your brain off and just mash the next turn button. With culture victory, I have no idea how many hours of rock band spam I have to grind through, which means I have no idea how much I actually have to keep playing for real and being vigilant about late game wars or whatever

Yea the switching "you have this many turns until victory" part is the worst. So far when I've tried to win by culture I always end up winning by something else anyway because it's easier to quantify and isn't really based on how the other players are doing.

HappyCamperGL
May 18, 2014

Shooting Blanks posted:

Niche question about spies: A lot of the promotions for spies are "Can perform X action as if this unit were 2 levels higher." If I have a max level spy (3) with one or more of those promotions, does that spy have a synthetic level of 5 for those actions? Or is there a hard cap on any action at level 3 and the promotions are just wasted?

i think there is a cap on the mission success probability of 90%, at least i don't recall seeing that higher for variable outcome missions. the promotions probably aren't strictly wasted as i think all the modifiers (including negative from enemy spies, policies etc) are applied to the level before applying any cap. but given the choice i would almost always select one of the other promotions.

Blasmeister
Jan 15, 2012




2Time TRP Sack Race Champion

Speaking of spies how does the great work heist one actually work, because I have never once seen a great work that can be stolen even when the civ in question has dozens of them viewable in the trade screen

HappyCamperGL
May 18, 2014

Blasmeister posted:

Speaking of spies how does the great work heist one actually work, because I have never once seen a great work that can be stolen even when the civ in question has dozens of them viewable in the trade screen

it's been bugged since the may update. it may or may not be fixed with the ethiopia pack.

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fridge corn
Apr 2, 2003

NO MERCY, ONLY PAIN :black101:

Blasmeister posted:

Speaking of spies how does the great work heist one actually work, because I have never once seen a great work that can be stolen even when the civ in question has dozens of them viewable in the trade screen

You need to have a slot available to house the great work before you can steal it

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