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  1. K

    Contemporary Scientist cultures

    We don’t know if there are any, but they would lose out on the (research next era) ability. What might compensate for that 1. We know the game ends when all techs are researched so that has to be somewhat of an accomplishment 2. Scientist cultures also get bonus fame for science stars I could...
  2. K

    Modbuddy not working

    When I try to open Modbuddy I get The type initializer for <'Module'> threw an exception. Any thoughts as to what is wrong? (yes I verified files and uninstalled/reinstalled)
  3. K

    Requesting Just one more turn of Original Scenarios

    While the Original Scenarios are interesting, most of them either 1. prevent "just one more turn" past winning/time limit Africa Korea Ancient Wonders ?1066? ?Fall of Rome? or 2. have a very limited policy tree and require you to take a policy before ending turn (unlike the normal game where...
  4. K

    Any limit to legacy bonus?

    Is there any limit to how large a legacy bonus can grow?
  5. K

    Commercial hub adjacency bonus question

    Commercial hubs normally only get their major bonus for 1 river If the river segments are for separate rivers that don't join each other, can it get multiple bonuses? ie river 1 | hub | river 2 Also can they get bonuses for multiple harbors?
  6. K

    Tourists

    Any info on how the tourists are calculated There's apparently a 100 "tourism culture per citizen" and 150 "tourism tourism to move citizen" Any more facts/details
  7. K

    Kongo Founder belief question

    Wondering how exactly Kongo gets its founder belief benefit. If there are 3 civs on a landmass with only one religion (spread everywhere) Germany: (founder) 5 Catholic cities Kongo: 3 Catholic cities America: 4 Catholic cities and Catholicism has the "Pilgrimage" (2 faith from foreign cities)...
  8. K

    Economic role for strategic resources

    Since Strategic resources have changed to an (almost) yes/no type situation. This might work for some economic effects. For example Industrial roads.. Normal movement=1, With coal move =0.5 Modern Roads.. Normal movement=0.75 With coal move =0.5 With oil move = 0.25 Power plants +1...
  9. K

    [Vanilla] Formula Thread

    Placing a Thread here for all the Undocumented formulas/mechanics as people start looking into the XML and start figuring them out. DISCLAIMER: These are in process and have not all been confirmed District cost (production) =[60*(1+9*Larger of [100*(Number of Techs/67 OR Number of...
  10. K

    Maximum Trade routes from city

    Is there any limit as to how many trade routes can come from a specific city. The trade units can change cities, and there are some "civ level" trade routes (Merchant republic). But most trade route capacity seems to come from districts. Has anyone found any limit to how many trade routes can...
  11. K

    Clarifying the new promise mechanic

    The border warning mechanic seems to be changed. (Uncertain if the other promises changed) The responses are now -moving through (presumably a diplo bonus with Big diplo penalty for declaring war in X turns) -declare war (suppossedly now a Surprise war ?even if already denounced?) -Ignore...
  12. K

    Set Landmark Era

    Any way to have a preplaced Landmark give culture, and to set the era the land mark is based in? (apparently they can give culture if razed and repaired under certain circumstances, not sure what the details/limitations exactly are)
  13. K

    Do City-states have Social policies?

    Do City-states have Social policies? Thanks (thought so but wanted to be sure)
  14. K

    Global Terraforming mechanic

    A Suggestion for a Global Terraforming mechanic, to give some competition between purity and harmony, and allow you to impact the Planet in a way other than taking it over Things to add: Global Terraforming level 0-5 &#8216;Terraform&#8217; (ie Earth equivalent of Miasma..cannot be on...
  15. K

    Affinity Virtues

    So that the 'philosophical/societal' societal side of the affinities is seen (and as a way to improve Victory conditions) Revised proposal Each Affinity Virtue acts as a normal Virtue, except for special requirements to get it Level 1 virtues require 5 Affinity (or 4-4 Hybrid) and an open...
  16. K

    Resources for Trade Routes

    Proposal to change Trade Routes Trade Depots allow Routes. Each Route must either 1. Go to a Station OR 2. carry a Basic Resource that the city has improved (so a city with 2 Resilin and 1 Algae resource can send 3 total routes.. 2 Resilin routes, and 1 Algae route) Type of Yield...
  17. K

    Eliminate Plains

    Plains make it harder to distinguish terrain types that already look similar due to different biomes Yield wise they are a hybrid that weakens the importance of the specialist terrains (particularly hills, which are otherwise the only developable source of generic production) *yes trade...
  18. K

    Rebel/Affinity/Unification Mechanic

    PThis is an idea that would be better as part of an expansion. (borrowing some other ideas) What it would do 1. Give Game mechanics reasons for hating other affinities 2. Provide an additional penalty for going past -20 in health 3. Give benefits to culture besides virtues and tiles 4. Give Game...
  19. K

    Can city connections form over the water?

    Having seen all of the first 2 rings of techs, there seems to be nothing that gives the ability for city connections over the water. Is it automatic? Or is it as far as ring 3 on the tech web.
  20. K

    Official Hutama Reveal

    https://www.civilization.com/en/news/2014-09-a-candid-interview-with-polystralias-hutama/ Hutama: The Cad's Alliance Interview At 20 years old, a brash Hutama first grabbed the public’s imagination in his home nation of Polystralia. Within one year, he went from drinking “tinnies” with...
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