![]() (especially in auto-calculating rapture situations) ![]() Proper use of it leads to cascading advantages over your foes however, so its a must have to learn. But the use of this solver-engine is arcane. QT-client solves a lot of the issues though, and hopefully will evolve into something better.įreeCiv got an incredible "solver" embedded into its engine, allowing you to optimally place your citizens. They've backported some things from Civ4/5/6, like hex-maps, culture, and also changed some mechanics to better interact with these backported items (Democracy's "Deployed Troops" penalty now extends to your culture-zone, instead of cities/fortresses only, which makes sense).įreeCiv in general suffers from outdated UI-choices. Civ2 was when the game was rebalanced / revamped into a better game.Ĭiv3 and Civ4 started to diverge from the original plans rather severely.įreeCiv has largely succeeded in making a "more fun" Civ2-like environment. (I'm pretty salty about militias beating my battleships in Civ1) But hey, Civ1 was just the first iteration of the game, lol. The Civ2 developers had 100% intension of encouraging this "gamey" behavior.Ĭiv1 likely was the same, but was a much worse game. Therefore, a bomber "in a stack" makes the whole stack immune), is in fact referenced in the manual (!!!). This manual proves that Civ2 designers intended stacks to work like that.Įven the "glitchy" behavior of Bombers "defending" a stack (ie: bombers are an air unit, so they are "immune" to ground units attacking them. You can search on "stack" in the Civ2 manual to see many, many references to how entire stacks will die all at once! ( ). Its completely unrealistic, but its in fact designed like that to discourage death-balls.
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