Simple questions, simple answers

Question about theming bonus:

When I create a theme of art pieces according to tooltip descriptions, I get +1 tourism per work of art combined in the combo, ie max +2 for museum, +3 for Broadway or +4 for Louvre. If I'm unable to make a perfect match for a museum but some conditions are fulfilled, I get +1.

HOWEVER

I took a peek of my rivals and they can get +4 theming bonus for a museum with pretty much the same content. Are there any additional rules that allow me to increase the bonus? I have a museum of ancient warfare with +2 and Babylon has a museum of reneisance babylonian art with +4 bonus. Am I missing something?
Ok, you can forget it. I need to complete the aesthetics policy tree to double my theming bonuses.
 
Sorry if this has already been asked. Short of declaring war, is there any way to suspend or cancel one of my active trade routes? Am I just stuck with it until it runs its natural course?

There have been a lot of questions in this vein, but so far, nobody seems to have found a way to reassign a trade route before it finishes.
 
There have been a lot of questions in this vein, but so far, nobody seems to have found a way to reassign a trade route before it finishes.

Ok, good to know. Thanks for responding :)
 
Is there a way to see how much a rival civ is contributing to the world fair? I just lost out by three hammers, which would have been good to know the turn beforehand!

There are always diplomats and spies, that let you see whether or not your opponent is seriously working on the projects. Other than that, though, I'm afraid there isn't a known way to know exactly how much production a rival's contributed.
 
A few of these are older, but I figure answering them all together will sum up the info.

Please explain how the theming bonus system works. I have a +6 bonus in one of my wonders and it was through dumb luck. What do you look for in trying to maximize the tourism impact of a particular building?

Okay guys... I am a culture player. I need help.

How many levels of similarity do you target for your theming bonus? So I got two works of Art in my Museum. I need same era, same civ, but what about the type of artifact? For example, I had an ancient barbarian axe. Then I had ancient Ottoman beeds. The theme stated "Museum of Ancient Warfare". I don't get it. Beeds are not weapons no? Or am I missing something?

Sorry if this has been asked before, but can someone explain what the point of trading great works with other civilizations is? They all seem to have the same yield.

Question about theming bonus:

When I create a theme of art pieces according to tooltip descriptions, I get +1 tourism per work of art combined in the combo, ie max +2 for museum, +3 for Broadway or +4 for Louvre. If I'm unable to make a perfect match for a museum but some conditions are fulfilled, I get +1.

HOWEVER

I took a peek of my rivals and they can get +4 theming bonus for a museum with pretty much the same content. Are there any additional rules that allow me to increase the bonus? I have a museum of ancient warfare with +2 and Babylon has a museum of reneisance babylonian art with +4 bonus. Am I missing something?

What the museum is called doesn't matter. All that matters is you meet the theming bonus. To see what that is, hover your mouse over the +0 next to the Great Work slots. It'll tell you exactly what you need to slot to get the bonus.

Some are easy, like two works from the same civ from different eras. The Louvre is really tough: you need two Works of Art and two Artifacts, but they must all be from different civs and different eras. You'll have to do some trading to make that work. My personal suggestion for that one: use two Antiquity sites from your own territory, your own and someone you've conquered/battled with. (Other civs tend to get upset when you dig in their territory, even if you're Friends.) Then trade with other civs for the two art pieces you need.

To trade, go into your Culture screen and click on "Swap" at the top of the window. You'll see all the other civs you have access to, and what they have available to trade. There's a little drop-menu in each column to select the work you want to trade. Pick that, click on the item you want from the other civ and click the confirmation button.

Just be very sure you're getting the right type of item. Once you trade, that item you gave away is gone (unless you conquer the city it's in). This is one part of the game where you may need to take notes on what you have vs. what you need, before you go trading. (I screwed up last night, and can't complete the Louvre theme right now because I traded for the wrong thing. :cry: )

I have a question about great works of music.

The only basic building that I can find to put them into is the opera house.

One would think that they could go into more buildings since more buildings can house other types of great works.

Music can go into the Broadway wonder. Are they any other buildings that can house music?

Thx .. neilkaz ..

Aside from some Wonders and the Broadcast Tower, that's about it. If you don't have any slots open, move your Great Musician into another civs territory & rock out. :cool:

1- Please explain the Swap Great Works scree? Am I swapping with other civilizations here? If so, why do this?
2- Antiquity sites v. Hidden sites?
3- After excavating a site, creating an artifact message says, "Artifact will be placed in nearest GWA slot." This could be another civilization's slot?

1. Yes, and you do this to get access to stuff you normally couldn't. As mentioned above, some theming bonuses require the items to be from different civs. You'll have to either conquer other civs or trade with them to get their Great Works.
2. Hidden sites are Antiquity sites that you cannot see unless you complete the Exploration policy track. There's only a set number of Antiquity sites per map, and a percentage of those will be Hidden.
3. No, it'll always be in one of your cities. The tooltip isn't terribly clear on that.

Is there a way to see where sites of antiquity are, like other resources? Or is it just a case of being eagle-eyed?

Once you unlock Archaelogy on your tech tree, you'll be able to see Antiquity sites. They look like little stone ruins. You have to unlock all the Exploration social policies to see any Hidden sites. The Hidden sites will have their icon colored red, instead of just the normal Antiquity icon.

What happens when you capture the city where the congress/united nations is happening? Like, in my current game, I might capture Lisbon before the 10th congress of Lisbon...

World Congress question:

In the event of a tie, does the ruling default to the "ayes"? I ask because I had one tie that did, but I also was the WC host and voted for the resolution. So, I wonder if the ruling in a tie goes toward the opinion the host voted?

Those... are both very good questions. The city it's taking place in is just cosmetic, so it'll probably just move to another of the host civs cities. However, if you eliminate that civ... I have no idea what happens. :confused:

I've yet to see a tie, but I'd assume the host's vote breaks all ties.

Sorry if this has already been asked. Short of declaring war, is there any way to suspend or cancel one of my active trade routes? Am I just stuck with it until it runs its natural course?

You're stuck with it. Unless one of the cities becomes inaccessible (due to war or destruction) you'll have to sit on that caravan route until it expires. If the route gets plundered by barbs or another civ, you lose the unit entirely and have to build a new one.
 
How do you deal with a diplomatic runaway now?

Poland bossed around his continent and once I finally met him, he had over 1000 points when every else had 400-600. He went full patronage into autocracy, and went on to control every single congress meeting with his city-state army, doing stuff like making autocracy the world ideology when he was the only one with it!

Every single city-state he controls he has 200-300 influence more than me, I am trying to hold on the remaining 3-4 but every single turn he steals them away. Spies seem to do nothing, nobody was interested in stealing my techs (I was playing culture) so they were level 1 and did basically nothing. I ragequit the game when the world leader vote was 10 turns away and Poland held 38 of the required 32 delegates.
 
How do you deal with a diplomatic runaway now?

Poland bossed around his continent and once I finally met him, he had over 1000 points when every else had 400-600. He went full patronage into autocracy, and went on to control every single congress meeting with his city-state army, doing stuff like making autocracy the world ideology when he was the only one with it!

Every single city-state he controls he has 200-300 influence more than me, I am trying to hold on the remaining 3-4 but every single turn he steals them away. Spies seem to do nothing, nobody was interested in stealing my techs (I was playing culture) so they were level 1 and did basically nothing. I ragequit the game when the world leader vote was 10 turns away and Poland held 38 of the required 32 delegates.

If you get someone like Greece, you just have to make a plan to take his capital, or put him next to Shaka so he does it for you. You don't really have a "solid" victory condition goal until you meet all the civs in my opinion.
 
How do you deal with a diplomatic runaway now?

Poland bossed around his continent and once I finally met him, he had over 1000 points when every else had 400-600. He went full patronage into autocracy, and went on to control every single congress meeting with his city-state army, doing stuff like making autocracy the world ideology when he was the only one with it!

Every single city-state he controls he has 200-300 influence more than me, I am trying to hold on the remaining 3-4 but every single turn he steals them away. Spies seem to do nothing, nobody was interested in stealing my techs (I was playing culture) so they were level 1 and did basically nothing. I ragequit the game when the world leader vote was 10 turns away and Poland held 38 of the required 32 delegates.

I think in that case, you were just plain screwed. The only solution: :nuke:
 
I guess taking his main cities would've been the only real option. Too bad I Attila kept me busy for a big part of the game on our own continent.

The scary part is that the world leader vote hits so much faster than any other vc, I had barely time to build my research labs when it was already pretty much over.
 
Can anyone tell me the difference(s) between Continents, Pangaea, and Great Plains and Continents Plus, Pangaea Plus, and Great Plains Plus?
 
Probably been asked. I build a Writer's Guild which creates +1 Great Writer points. In at least 100 turns, a Great Writer is created and I put his Great Works in one of the Guild's slots and after all of that substantial effort, I get...+2 culture and +2 tourism?!?

What am I missing here?
 
Can anyone tell me the difference(s) between Continents, Pangaea, and Great Plains and Continents Plus, Pangaea Plus, and Great Plains Plus?

The "plus" maps place most city-states off-shore on islands (and generate island chains). They generally make naval dominance more important.

Probably been asked. I build a Writer's Guild which creates +1 Great Writer points. In at least 100 turns, a Great Writer is created and I put his Great Works in one of the Guild's slots and after all of that substantial effort, I get...+2 culture and +2 tourism?!?

What am I missing here?

The GW of writing will be placed in the nearest building that houses a GW of writing - most likely an Amphetheater - the Writer's Guild has no slots for GWs. The guilds let you employ artists which generate points for whichever artist type they support as well as culture.

Strategy time (I know you're into this sort of thing;)): Culture is much more flexible now, depending on how much you invest in employing the guild artists. I've found that spreading the guilds among core outlying cities is the best plan, it's difficult to work all the artist slots with just your capital (especially while employing scientists, which is a must on higher difficulties). I'm finding high-food cities pretty necessary now, and fish and DTRs make them happen in a way that wasn't possible in G&K.
 
Hello!

This is the first time in all Civ games I have played where I don't have a religion. Yes, I am the one holding the short stick.

We start our Coop game at he Medieval era; is there a way to pump up my chances of getting a religion, when we play again? Do I need to keep building faith-based buildings and hope and pray that the AI pick me to get one of the religions?

Thanks,

Marc
 
Does anyone happen to know if reformation beliefs work like founder beliefs (only applies to founding civ) or like all the other beliefs (applies to all civs with the religion)?
 
Probably been asked. I build a Writer's Guild which creates +1 Great Writer points. In at least 100 turns, a Great Writer is created and I put his Great Works in one of the Guild's slots and after all of that substantial effort, I get...+2 culture and +2 tourism?!?

What am I missing here?

Culture is a lot harder to come by in BNW--2 culture and 2 tourism doesn't seem like much, but consider if you make a city with every single culture building and leave them all empty, it generates a whopping 8 culture per turn. The guilds give you the only pre-archaeology option aside from wonder spamming to generate more, and actually staffing the place works wonders--one writer alone will cut that first Great Writer from 100 turns to 25, and you'll be getting an extra 2 culture per turn in the meantime (as well as any other policy- or wonder-based specialist perks).

On a related note, landmarks are a lot cooler than they used to be. Wow.

Hello!

This is the first time in all Civ games I have played where I don't have a religion. Yes, I am the one holding the short stick.

We start our Coop game at he Medieval era; is there a way to pump up my chances of getting a religion, when we play again? Do I need to keep building faith-based buildings and hope and pray that the AI pick me to get one of the religions?

Thanks,

Marc

Well, to get a religion, you need a prophet, and to get a prophet in the medieval era, three strategies come to mind:

1) Stock up on as much faith as possible
2) Build the Hagia Sophia
3) Complete the Liberty or Piety trees

I'm guessing that the HS would be the fastest option of the three, since Theology is an early medieval tech, but it's up to you to figure out what works best for your situation and strategy.
 
Hmn... How many Great Works of Art slots can one achieve at maximum?
 
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