Questions & Answers

Every 3 turns your production, growth, or commerce must grow, so if every 3 turns you build an improvement, one of your cities grow, a building which increases one of these is built, your stability should rise.
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Does this just mean base (tile and trade-based) commerce * building mods, or do specialists and buildings that add directly also count?

Also, does it it all count, regardless of how divided among science/gold/culture?

Thanks in advance.
 
Yes, but sometimes it's for the best if the city is in a terrible location stability-wise or even economy-wise (since the city has to be on a good spot to improve your economy rating).

Rats. I hate having to accept cities on sites I wouldn't have built myself. In my last game I razed c. 16 cities as well as occupying a lot of "wrong" tiles. Between the two that must be why I collapsed in 1898. Anyone know how big the razing penalty is compared with the "wrong expansion" penalty or other penalties? The wiki is vague.

Also, does declining a flip count as razing?

Also, at one point (as Portugal), I conquered an independent city (forget name, but located more or less where Benghazi is). I held two cities further West in N. Africa at the time. Wanted to raze it bit was not offered that option. Anyone know why?
 
I like your suggestion two posts above.

If you are working on this, you should know that the rest of North Africa as far West as the Pillars of Hercules (today Algeria, then Numidia) was more marginal, as it is now. Carthaginian settlement limited to small towns on coast, smaller scale than settlement of Western Sicily, Tripolitania, or Southern Spain (later). Interior remained barbarian, supplying either allies or mercenaries (depending on varying political unity) to C--and later to R, used against C in 3rd Punic war.

Bottom line--wheat in Algeria is not justified. A sheep maybe, although two for Algeria + Morocco combined feels like a lot. Or maybe a sheep/hill in Algeria would be OK if mountains (part of Atlas range) were added to reduce the number of usable plots.

The elephant in Morocco is not justified either, although a wheat or corn or wine might be in addition to the sheep. In RFC maximum population potential of Morocco is less than Algeria; should be at least equal. Partly this is because a usable plot or two around Marrakech are missing, shown as desert.

I don't know, but I suspect that C got its elephants by trading South across the Sahara. No obvious way to represent that in game if no playable civ there.
I guess the best would be an oasis+elephant not far S. of Carthage that C can "settle." Or if not too far, maybe C culture would reach from Carthage itself or from Tripoli. The real best way to handle this would be the Civ III concept where you could access a resource outside cultural boundaries. Oh well.
 
Either somebody else beat you to the quest, or the perennial bug of disappearing quests just hit you (just look and you won't find the quest listed at some point in your game)
Also, Europe/Asia/Africa is one landmass, Japan, England, Australia are all separate landmasses. Playing as Japan I presume you hit NAm, Japan, Philippines, Indonesia, Australia, New Zealand, Manchuria?

Where are active quests shown?
 
Well thing is I don't know if the stab screen updates so quickly. IIRC it takes a few turns before it recalculates certain values.

As for the economic boost, well it's pretty much what keeps the ship afloat. I might have say +70 stab for economy, and -50 or 60 for expansion. The other modifiers are far lower, mostly around 10 (foreign and cities).

BTW a few turns after winning the war against Persia my stability dropped quite a bit. I'm not Unstable (-27). Some turns before the whole war I had Positive stab (+3). Note that the cities I kept from Persia are all within the Arabian sphere of influence (yellow or better), and I liberated several of them. I also conquered/accepted cities on the african east coast which are also in the sphere (light green I think).

....

Where does one get these numbers? All I see is 1 to 5 stars per category. And, AFAIK, no info on stuff like anarchy or city razing unless it is actually hidden one of the visible categories.

EDIT: Never mind--a 1.187 save by Zaduzai explained this.
 
I've been playing India and Babylon has build a city close to one of mine just before it expanded with culture. Now that (Babylonian) city is 98% Indian, but with the Unique Power of Babylon (no resistance in conquered cities) will it still be vulnerable to flipping sides (India in this case)?
 
How can I change to a new civ spawning without letting the AI move the first turn (and settle the capital in a stupid place)?
 
Wow, that may be rather complicated. Or so I would expect... :p

It would require you to rewrite parts of the code, at the very least. If its even possible. But then again, just about anything is possible. The question is rather if its worth the effort.

But lets just see what the others have to say on this. :)
 
No, but if you enable cheat-mode (look it up) you can use the short-key Alt + z (or something) to switch between players. But I guess the newly spawned Civ would already have built its capital? :dunno:
 
Thanks, I will try that. Will be annoying if they still get their first turn tho. I've always wondered about them having that move, is there any reason its set up like that?
 
Its probably just a consequence of relaying on Python call-ups for the feature. Those are set up in a specific fashion and changing the order in which things are done would - probably - in the SDK.
 
I think this would require a complete rewrite of how spawns and the autoplay mode work.
 
No, but if you enable cheat-mode (look it up) you can use the short-key Alt + z (or something) to switch between players. But I guess the newly spawned Civ would already have built its capital? :dunno:

No, if you change civs in this way, as described here, on the turn of the spawn, you get control of the civ before any cities have been built or units moved. So it's easy to get around :)
 
Why does America's stability range include some ridiculous air bases in Europe while Russia's does not include, Poland or the Baltics or Finland or the 'stans etc. (EDIT: or even Irkutsk or Murmansk)?
 
I guess the only one who can answer that is Rhye ;)
 
Yeah, its a matter of scenario design. Anyone who disagrees with Rhye's design is welcome to edit the scenario - or to make their own. I know I did. ;)
 
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