I know, right? I accidentally discovered this effect when I was experimenting with reduced vision and loaded a savegame where hexes had already been explored based on the old range, and I liked it so much that I spent the next couple of hours figuring out how to implement it as the default behaviour.
Another great thing about this effect is that it reduces vision without changing how much information structures give you about the surrounding terrain, which is often an inherent aspect of scenario design.
Lagi_: vision change is an excellent idea! that have to be develop further!
IMO structures and cities should has 2 tiles of passive vision. Which would also reduce active vision.
You would use your unit for scouting instead un-garrisoned cities.
The difference between active and passive vision is the same for units and structures and I can't change that.
Lagi_: looks like migration is few turns faster? 5 instead 7 ? not sure, I like previous timing more. Good thing that independents revolt before I "stole" the city, i just waste 3 turns so its ok.
Same as in v1.42, it's somewhere between 5 and 10 turns depending on the distance to the nearest city of the target race.
southern: Thanks for those neat conditional overrides.
Yet another attempt at avoiding having to bundle AoW+ with an HSS.