Radiant wrote:
The Mystic wrote:
- Elementals, when placed in a city, seem to raise the city's morale.
All militant units do that.
Odd. I've never seen that effect, except with elementals; and they seem to cause morale to remain high indefinitely, especially in my built cities.
Whenever I've put an elemental in a conquered city, I've seen morale jump from "
dissatisfied"
to "
worship"
in as little as one turn; with any other militant unit, it seems like the morale takes a nose dive almost as quickly. According to the in-game text, morale isn't supposed to go down unless the city contains more than 3 militant units; I've seen the presence of a swordfighter in a conquered city take the morale down from "
content"
to "
despise"
in one turn.
- Buildings that increase a city's sight radius to 3 tiles are supposed to also increase the supply radius to 3 tiles.
No, they aren't. The building description makes that clear.
*double checks the description*
You're right, but it's still doing something funky with the supply radius.
- Terrain-altering units (Druids, Lumberjacks, etc.) have a bizarre effect when combined with Seismic Reorganizer.
That's a good catch!
Thanks, I thought you'd definitely want to know about that one. I also found that if you can have a Floral Clock as well, you can do some serious terraforming. In the past, I've created
huge regions of jungle, forest, or plains, depending on what I needed at the time.
Speaking of the Floral Clock, is it supposed to affect desert and tundra? They're not listed as mutable, but it will alter them anyway.
____________________________
Either I'm crazy, or everybody else is nuts. And I know I'm not crazy because the little man who lives on my shoulder told me so.
If people don't think there's something wrong with you, there's something wrong with you.
Oh well. Another day, another dementia.
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×Awards:
2nd place, 2007 ST design contest: Pipe Dream
1st place, 2008 ST design contest: Pay Ratio