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Thread: Auto-Manage Cities Bug/Exploit

  1. #1
    Member Member Ituralde's Avatar
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    Default Auto-Manage Cities Bug/Exploit? Or working as intended?

    Before I'm going to add this to some official bug list I'd like to get this confirmed by some other people. In my opinion the whoel Auto-Manage cities option is broken, but maybe the implementation is just bad and actually works as intended.

    Here's my problem now:
    When you start a campaign you have the option to check the checkbox "Manage All Cities" which states that if you check it you can manage all your cities even if there's no governor present. This translates to me that if I don't check this box I won't be able to control production and recruitment if I don't have a governor in the town or castle.
    Now I start my game and move my general out of my capital and double-click on it. Three chechboxes are now checked: "Auto-manage", "Construction" and "Recruitment". Since I don't want the Auto-Management to build or construct stuff randomly I uncheck "Recruitment" and "Construction" but now I can just build and construct buildings in the same way as if a governor was present.
    The only thing I can't uncheck is "Auto-manage" and the only thing I can't control are tax rates, although I can control them indirectly by switching to Growth Policy.
    In my opinion unchecking "Recruitment" and "Construction" should not lead to the result above. It should just prevent the Auto-governor from building anything but not give you full access to the city.
    I mean the feature is completely broken for castles since you can't change taxes there anyways and even without a governor you have the full functionality as if there's a governor there. Such a workaround should not be permitted If I decide before playing that I don't want to have control over cities without a governor.

    Cheers!

    Ituralde
    Last edited by Ituralde; 11-29-2006 at 10:36. Reason: Clarify Title
    The lions sing and the hills take flight.
    The moon by day, and the sun by night.
    Blind woman, deaf man, jackdaw fool.
    Let the Lord of Chaos rule.

    —chant from a children's game heard in Great Aravalon, the Fourth Age

  2. #2
    Texan Member BigTex's Avatar
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    Default Re: Auto-Manage Cities Bug/Exploit

    Not a bug, not an exploit just maybe a little confusion. That is what is meant to happen. Automanage is for the taxes, or if you want the building and units also. Choosing the manage all settlements means you have the ability to change taxes in a city without a governor present. Same as in RTW, with the exception of castles.

    Castles are never meant to be able to have the tax rate changed. Even with auto manage clicked.
    Last edited by BigTex; 11-29-2006 at 10:19.
    Wine is a bit different, as I am sure even kids will like it.
    BigTex
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  3. #3
    Member Member Ituralde's Avatar
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    Default Re: Auto-Manage Cities Bug/Exploit

    I still think it's poor that that's what's supposed to happen. I disliked it in R:TW and will dislike it in M2:TW too. Even the text on top of the screen says that there is no governor present and that you should move a governor into this settlement in order to control construction and recruitment. If it's meant to be this way they could at least change the text to say something in the text that corresponds with it. Either move a governor here or uncheck the boxes.
    Either way I think it's a poorly implemented feature.

    Don't get me wrong I really like TW and love what CA has done, but that thing just bothers me. I know that I can just ignore it and set a rule for myself that I won't exploit this work-around, but it still bothers me.

    Cheers!

    Ituralde
    The lions sing and the hills take flight.
    The moon by day, and the sun by night.
    Blind woman, deaf man, jackdaw fool.
    Let the Lord of Chaos rule.

    —chant from a children's game heard in Great Aravalon, the Fourth Age

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