Also added in this game was the ability to give multiple orders at once to a unit, by holding shift while clicking their abilities. In Civilization IV, getting a Great Person would allow you to expend that unit and put research towards a new technology, initiate a Golden Age, build a unique building, boost your culture, etc.The unit would still be selected and could thus be given movement orders, so as long as the square they would be moving onto on the target map was passable to them (all worlds used land/sea designations in some way), they would glitch onto the new map mid-step. However, if the player controlled a city on the map a unit was on and another on the map they wanted the unit to get to, then they could select the unit they wanted to move, enter the city screen of any city they controlled on the starting map, use the buttons in the city screen to cycle over to a city on the target map, then exit the city screen. Normally, only certain units could move between certain worlds in certain circumstances, which was enforced by unselecting the active unit when the player manually flipped between maps. In Civilization II: Test of Time, there were game modes with multiple "worlds", which mapped to each other 1-to-1.You could play through an entire turn, save the game, load the save file, and play another turn without letting any other nation get to play. In addition, save games did not keep track of which units had already used their turns, so long as you still had at least one unit who had a move left.You'd have to end a unit's turn when it's loaded into the ship, but other than that you can go VERY far. A ship could carry cargo halfway across the map if you have an ocean railroad in place for it. You could also put this same Settler on a transport and use this bug to build a road and then a railroad in the middle of the ocean.Sure, it's a lot of manual clicking but it allowed you to fully irrigate/mine the area around AND build roads your city in a few turns, which is crucial at early stages when every Settler counts. This trick could be repeated until the task was complete. However, if you canceled its current action and then ordered it to do it again, the engine would interpret it as if the Settler already spent a turn doing it and continue from where it "stopped". in case of mining a mountain would take up to 9 turns. The original Civilization had the Settlers bug: if you ordered a Settler unit to perform some multi-turn task (like irrigating or mining a square), it'd usually stay inactive until the task is completed, which e.g.In fact, the open-source clone FreeCol reproduced this as an optional rule.Naturally, most players don't bother installing the patch to fix this bug, as it makes the game a good deal easier towards the end. Colonization has a bug on the trading screen which lets you sell resources that have been forbidden through a Customs House.There is usually a significant chunk of the level missing afterwards. Worms: With quick fingers it is possible to switch to the rocket launcher and the mini gun at the same time, causing the minigun firing code to fire rockets.But that seems like a very different game anyway. The focus flips to somewhere completely different, so that you have to click back to where this happed to do unloading (perhaps to solve an urgent shortage), or loading (so that I can remember what I was intending that Wagon to do when the next turn comes around).Īlso means that for long-distance travel, you have to build "bypass" roads around colonies if your colonies are close together, so that the Wagons can use their full movement points.Īn optional order "end turn in this colony, so that you can load/unload here" (SPACE, like for other units) would have been much better.ĭon't know if the Civ IV: Colonization is better on these points. The default "end turn when entering colony" for Wagon Trains is something that always annoys me. Later during the war of independence, artillery units and newly-born colonists spawned just fine, even though I hadn't further reduced my population.ģ. I disbanded a Merchantman and could buy a Frigate. This limit seems quite confused - I don't know whether there are sublimits for naval, colonist and wagon units. Might be really annoying if it's a vital Artillery that fails to spawn, perhaps when you've rush-bought it. Luckily I came across this while buying a Frigate over in Europe - the game quite gracefully told me the max units had been reached, so I just refused the deal and didn't lose anything. Maximum number of units (for you as the player) is 255. A certain number (10?) are reserved for rival European colonists.Ģ. But you can't make plans to settle it all.ġ. You discover all this lovely LAND with your Scouts in the early-mid part of the game.
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