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Topic: CHEATS (ver 3.0) Hosted by Ming |  |
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porcerax Settler
Feb 2000
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posted February 13, 2000 23:06
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Ming, how could Sid or Brian Reynolds or Tim Train have played any of these games through without finding one solitary bug or exploit? I especially like the bug I found in SMAC before they patched it where you could support your units for free from a pact brother or sisters faction. I enjoy finding obscure exploits that are hard to produce, but you would have to be pretty new to TBS style games for the very obvious exploits and bugs in SMAC to escape your attention! ------------------ "It takes one to know one" |
Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted February 14, 2000 09:28
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Yeah porcerax... I wonder who the heck they have playing testing these games before they are released. Many of the bugs or cheats are very obvious to veteran war games. I found a bunch the first time I ever played civ... things that don't agree with what the rules said. |
Xin Yu King Seattle, WA, USA b.02-15-99
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posted February 14, 2000 13:45
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The reason is obvious: they are lazy. When programming civ1 the major concern was the program size (they zipped it in one 1.44mb floppy disk, or was it two?) since hard disk were very small at that time. This 'compact' program could not expand very well, and all statistics had upper limits (city size cannot got beyond 127, etc.). When civ2 was out they could reprogram everything but they just used the old civ1 codes. Then they just used the civ2 codes when producing Cic, FW, MPE, and TOT. So I think Brian's leaving Firaxis may be a good news. Hopefully without him they have to reprogram everything! |
species8474 King Seattle, WA, USA b.02-15-99
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posted February 23, 2000 16:23
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I want to thank you all for these usefull tips/tricks, especially the rush building and land scouting (sea or land) was very usefull. in exchange i wish to add one of my favourite tricks that is not yet described here: THE REOPENING OF HUTS. this is not a myth. sometimes a hut stays visible when you moved a unit in. if you dont move this unit out you can send another in and get another goody. you can do this endlessly as long as you dont move any units out and hold at least 1 unit inside. this means you can put cheap units in (warriors) each turn and disband them after they took the goody. This works great in longer games when all the goodies are gone and you still receive 3 per turn. Simply make 3 cities close to the hut, produce every turn a warrior and move it in, then disband it. |
Xin Yu King Seattle, WA, USA b.02-15-99
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posted February 23, 2000 17:45
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Got to try that. Amazing! |
Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted February 24, 2000 08:21
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species8474... I'll have to check this one out. Does this happen only in MP or in solo games, or both. If only MP, is it another lag time problem (Does it only work if you aren't the host) I have never seen a hut not disappear, or maybe I've just not noticed it because strange things always happen, and you get used to seeing it. I'll have to watch for it now so I can experiment.Good cheat... Keep them coming folks  |
species8474 Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted February 24, 2000 10:30
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it only works in multiplayer games. and you have to be lucky to get such a hut. but it really works |
Xin Yu King Seattle, WA, USA b.02-15-99
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posted February 24, 2000 13:33
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That means I can't check it out now. |
Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted February 28, 2000 08:00
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species8474... I tried to duplicate this one over the weekend. I never saw it. You say it happens in MP... were you the host (since that's all I could test by myself) or were you just a player in a game where somebody else was hosting, or both? Let me know... Thanks! |
Xin Yu King Seattle, WA, USA b.02-15-99
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posted February 28, 2000 13:37
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I don't think it has anything to do with lag since it's the player's turn (a lag time bug happens when somebody else is moving or when it is switching from one player to another). |
species8474 King Seattle, WA, USA b.02-15-99
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posted March 05, 2000 12:56
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i always join games, i cant host in MP games |
SlowHand Warlord Dallas, Texas Central U.S. time -6 Jan 2000
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posted March 11, 2000 11:21
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I have seen the hut remain, but never thought about keeping it there, or how to keep it there. NICE catch! |
cavebear King Maryland, USA (Eastern Time) Oct 1999
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posted March 17, 2000 17:44
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Ming and others - Thank you so much for the list; it's depressing how many loopholes there are in the software. I had no IDEA!I have printed out the list and will keep it with my manual. I'd feel rather bad if I discovered one of them myself and used it, not realizing it wasn't intended as legitimate tactics (most are obviously not intended to be done, but some are less certain. Since gaming manuals deliberately do NOT tell you everything that you can do (part of the fun IS discovery, after all), it can get pretty difficult to tell sometimes. This whole discussion helps immensely. |
Field Marshal Klesh Prince and First Apolytoner of 2000 Jan 2000
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posted March 20, 2000 14:02
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Hey Ming, How about the Poorman's SDI. I guess it isn't a cheat, and I've never seen anyone do it, but it is interesting. A player can suuround his city with unoccupied airports. Then, during an air raid (especially nuke!) the opponents nuke is forced to occupy the airport rather than attack your city. Also regarding airports, doesn't building them on hills produce extra shields or something like that?------------------ See you next December in the Kremlin, Komrade, when the first snow falls... if you are still there... |
Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted March 20, 2000 20:38
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Yeah... that is a good trick. I actually cover it in section 8.1 Xin Yu was the first person I know to really use it. Works like a charm. But, again I ask, is this what the designers had in mind  |
adaMada Prince Eastern USA Mar 2000
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posted April 01, 2000 15:17
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I know people stopped commenting on this a long time ago, but I've got something not mentioned…If you take an air unit, and move it onto a hut square, then the hut dissapears. This could be used to 'remove' huts close to one of your enimies cities. ------------------ adaMada |
adaMada Prince Eastern USA Mar 2000
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posted April 01, 2000 15:23
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Aslo: I would say that using the city icon to see if a city has units, or a wall, is very much a legit. tactic. That's why they made seperate icons… |
SilverDragon Prince of the Viking tribe Apr 2000
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posted April 03, 2000 15:36
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There are a few other bugs that we have not gone over. The purple civs have astronomical GNP, and all the other 'money' things in the demographics section. When you start a game as a civ, such as the Americans, and build a few cities. Let's say Washington and New York. Then quit, then start another game as the Americans, it will try to name your first city Boston, then Philadelphia. Neither of thes are useful, and they don't appear in most games, but they happen.------------------ Long live the Communists! -- SilverDragon |
Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted April 03, 2000 22:43
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You are so correct on the meaningless bugs. It just shows how sloppy it all really is. But it's just one reason why I try to keep this thread alive. We are still finding more bugs that really can effect the game. After 1000's of games, there are still more to find.  Keep up the good work folks. |
BOSS Roller Settler Victoria, BC, Canada Apr 2000
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posted April 12, 2000 04:23
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Excellent Summary Ming!Here are a couple of other "exploits" (good term) that I believe violate the "Spirit of the Game" 1) Continually "harvesting" a barbarian city for "NONE" units (especially when the player deliberately creates conditions for the barbarian capture of one of his cities for this purpose). 2) Just before a caravan sets up a trade route, maxing out the "connected" cities trade production to increase the one-time pay-off, and then resetting the workers afterward. Do you agree with this opinion?
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Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted April 12, 2000 08:23
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While I can understand how many might think that the first example violates the spirit of the game... I just can't see how the second one does. Many people micromanage their "workers" in every city for every turn to maximize what the city needs. Increasing the trade in both cities to maximize the bonus seems legit to me. Conversely, if an AI or enemy civ in MP is ready to establish a trade route to one of my cities, I might minimize trade to keep his science and trade bonus lower.Now, after saying this... one of the things that really slows down a MP game is when people do this. It is not something you can do between turns... so it must be done during your turn. Once a player starts really rolling on caravans/freights, this can add a ton of time to his turn. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted April 12, 2000 18:52
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"If you take an air unit, and move it onto a hut square, then the hut disappears. This could be used to 'remove' huts close to one of your enemy's cities."This is actually described in the manual, as the air unit "frightens" the villagers and they abandon the area. What you describe is more of a tactic than a cheat, IMHO. "When you start a game as a civ, such as the Americans, and build a few cities. Let's say Washington and New York. Then quit, then start another game as the Americans, it will try to name your first city Boston, then Philadelphia. Neither of thes are useful, and they don't appear in most games, but they happen." This won't happen if you quit Civ2 entirely, back to the desktop. If you quit only to the main screen, then you'll encounter this problem. Very annoying. ----------------- Theben Co-Moderator of the Civ3 Forums |
adaMada Prince Eastern USA Mar 2000
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posted April 14, 2000 20:23
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Theben:Sorry. Never had time to read the whole manual, and I never saw that part . ------------------ adaMada adamada@springmail.com |
Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted April 25, 2000 09:50
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quote:
 Originally posted by Xin Yu on 01-30-2000 07:34 PM While more details still need to be tested, one more bug is found and confirmed once. You can use 'w' key to put your airplanes on the air on hold and move other units, then use 'Ctrl-n' to end the current turn. The planes won't crash.
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It seems like this same trick can be used to keep your ships from being lost at sea early in the game. If you move your ships just two squares, hit wait, and then do a Ctrl-n to end the turn, they will not sink. The problem with this one is, it would be very difficult to detect in an MP game... sigh. |
markusf Prince
Oct 1999
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posted May 01, 2000 16:48
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One of the biggest bugs that i have found and reported several months ago, is later in the game when you give someone 5 or 10 cash, it increases there money by the total amount of money they made in that turn This is a very very critical bug. |
Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted May 03, 2000 08:15
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Yeah... While reading through the old threads in the MP section before deleting a bunch of them, I ran across your thread on the subject. It surprised me that nobody really noticed or commented. I must have missed it completely. A couple of weeks ago, Xin Yu posted it, and it got a little more visibility. It doesn't seem to work all the time, and the amount of money you get seems to vary. But you are right, what a critical bug... free money can make ALL THE DIFFERENCE in an MP game! |
Father Beast Prince American Fork, UT USA Feb 2000
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posted May 05, 2000 06:53
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Just popping in for a moment. Did you guys already have that thing where you can investigate an enemy city using a diplomat/spy and while you're there you can rename the city? I've gotten into the habit of doing this to cities I plan to take over. [This message has been edited by Father Beast (edited May 05, 2000).] |
SilverDragon Prince of the Viking tribe Apr 2000
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posted May 11, 2000 18:42
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Hey, you beat me to itAlso, I just saw another civ move a horseman in territory that I hadn't explored. Here were the circumstances. I was playing SP as the Germans, and then the Celts found me with a horseman. Then I saw another Celtic horseman move in unexplored (black)territory. I sent a ship by where I saw it move, and came right into the middle of the Celtic continent.
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My Wife Hates CIV Emperor And MWHC is totally correct - Ming b.02-15-99
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posted May 14, 2000 21:55
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And I really thought it was bad starts that were giving me a hard time.I did know about some of these cheats but not all of them. I've never had a spaceship successful land before 2010. I've never had a score anywhere near a record. I always played/play against the AI with fast games. The whole game played in 1 or 2 days (like 4 hours total). Than MP came along and I found myself having to play my best game every single freaking stupid turn. Why? Because everyone does the things listed here in this thread. Yes, say what you want but I've played with many here and everyone cheats. I've even used the two PC, peek at maps during play before with... don't make me say who! When people get into a tight spot they will do whatever it takes to win. Thats why we play MP - we like to win. MP is so full of bugs it's not worth it. Could I land a ship before 1900? Could I do OCC? Probably, just never bothered before. I play MP the same way, fast. Those of you who have played MP with me know this. You don't see 'Savages turn' up there very long. Some of you take sooooo long (I'm sure taking advantage of every single little loophole), it's just not fun. It just goes to show what a good start can do for you. Some games I can keep up with the best players (best players... ?? what does that mean?). MWHC - waiting for CIV III. [This message has been edited by My Wife Hates CIV (edited May 14, 2000).] |
Sentient AI Settler Dark Side of the Moon May 2000
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posted May 16, 2000 20:09
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There is one other problem that needs to be fixed. The use of a third party program heap editor to change values during the game. There should be a method of checksums to see if a value is even possible. Items that I know for a fact can be modified during game play: Money Stored Science Beakers City Shields City Food City Improvements (Not only adding improvements, but removing them from someone else) The Random Number Seed (Always get a set result when a hut is opened) The Terrain (Yes, the map and map improvements can be changed DURING a game) Ressurrect Dead Units (Units are never removed from the full list) Change Unit attributes Speed Settler (A Settler/Engineer can be made to perform any task instantly) Change Unit ownership Change City OwnershipThe game should check to see if any of these types of activities has occured. P.S. Don't write me asking how to do any of the above. I hate cheating and would rather see it stop, not proliferate. |
My Wife Hates CIV Emperor And MWHC is totally correct - Ming b.02-15-99
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posted May 16, 2000 20:23
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As some have said, play with those you know and those extreme problems of cheating will not be a problem. That's why I don't play with anyone who has the eyes of a cheater.  |
SilverDragon Prince of the Viking tribe Apr 2000
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posted June 03, 2000 15:49
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You can move a ship onto an inland square. What you do is you build a city, move the ship in, and buy an engineers. Then the ship will stay on the land square, and the city will be gone. Then build another city, farther inland, and move the ship in. Buy an engineer, and the ship will end up two squares away from the sea. Repeat until your ship is far enough inland. This cheat can make an invincible stack. (How are you going to destroy a vet battleship and a vet AEGIS cruiser five squares inland in a fort on a mountain?) We came up with it in the strategy forum a while ago. |
SilverDragon Prince of the Viking tribe Apr 2000
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posted June 03, 2000 15:54
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The thread is here [This message has been edited by SilverDragon (edited June 03, 2000).] |
Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted June 08, 2000 09:06
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It's amazing that after all this time, people are still coming up with new "tricks". This last one is a classic.So keep them coming people. I want to thank everybody that has helped make this thread a good resource for civ players! |
SCG Prince of something or other Jun 2000
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posted June 08, 2000 18:10
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haven't seen anyone mention this one yet - if you find the wrap around point in a round map, you can found a city on each side of it and both can use all overlapping spaces at the same timeedit: oops - side note - i was following links from the civ 2 forums - didn't see i was in Civ3 - no idea if that bug still holds [This message has been edited by SCG (edited June 08, 2000).] |
Sieve Too Prince New Hampshire, USA b.02-15-99
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posted June 15, 2000 10:01
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Ming, is your intent to also document AI cheats? If not, let me know and just delete this post.Some of the more obvious and annoying AI cheats: 1) AI Triremes never sink. 2) AI can switch gov'ts with no period of Anarchy. 3) AI Democracies cannot be made to collapse. 4) AI can bribe units with any unit. This is especially annoying in scenarios where diplomacy units are purposefully not included. 5) AI has an unlimited supply of Cruise Missiles when your Battleship or Carrier comes close by. 6) AI knows which cities have SDI without needing to investigate first. 7) AI Bombers don't crash if they don't return to a city at the end of their second turn out. The below are lesser AI cheats and may legitimately be considered part of the handicap that the AI gets at certain difficulty levels: 1) AI seems to know where all my cities are without exploring first. 2) AI can partially buy shields to speed up production. 3) AI can instantly build units in the same turn when it discovers the tech. 4) AI can instantly move its capital. 5) AI has fewer columns in the shield box at higher difficulty levels. 6) AI can sue for peace in the middle of my turn. 7) AI can overlap a city with mine and demand that I remove my units in the overlapped region. 8) AI can declare war and refuse peace when in Democracry. 9) AI barbarians can stuff 4 or more units on a Frigate that should only be able to hold 2 units. |
Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted June 27, 2000 09:40
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Sieve Too... That wasn't my intent with the original thread. Since this was originally meant to let the designers know how we were abusing the game, I assumed they already knew how bad the AI cheated  But since that job is really done, this now is meant to provide a list for those that play. So thanks for adding your AI cheat list for those that aren't aware of how they can be cheated by the AI during a game... |
rah King Ferretown CST b.02-15-99
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posted July 07, 2000 08:29
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Just one last AI annoying handicap. I've seen the AI units violate ZOC rules to grab a hut.RAH |
phunny pharmer Chieftain La Jolla, Ca, US Jun 2000
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posted July 13, 2000 14:04
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Not exactly a cheat, but a weird bug that could hurt you early on...If you build a city on a single square out in the middle of the ocean as a future airbase/supply center, you could conceivably have a problem. This square would have to have no borders except the ocean. If you put a trireme inside the city, it can be ***lost at sea***. I guess there is ***coast*** around your city, even if your trireme is safely stuck in dock! I didn't have units in the trireme at the time, so I don't know whether the units were also ***lost at sea*** or whether they just became the garrison. Needless to say, I was suppressed. |
Ming Deity ACS CivII & Off-Topic Forum Moderator Mingapulco b.02-15-99
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posted July 21, 2000 09:04
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Someone mentioned that one before... I think you need to fortify or put the ship to sleep to keep it from sinking... It's been a while, so I really don't remember  |