Quick Answers / 'Newbie' Questions

I seem to have a lot of civil unrest in my cities. I'm having a hard time balancing warriors and such to hold down the rebellion and my fighting forces that are in a war. I get my cities happy, then send everyone off to war, and I'm successful at war, and then 3 cities rebel. Any suggestions?

1) Connect more luxuries (bonus resources, check civilopedia ctrl+c (IIRC), resources)

2) Use some program like MapStat or CivAssist, I prefer mapStat - these just show every turn changes (like if city grows and if it become unhappy).

3) Have citizens working on roads that get more commerce (food = yellow bushels, production=blue shields and commerce= (can't recall what) ) Most players tend not to notice this, as experienced players always road their lands and tiles they are working on.

4) learn using luxury slider. F1 brings you tax menu with two sliders Science and luxuries, (third, invisible slider is tax), Moving luxury slider by 10% is sometimes enough to make several cities happy.

5) Remove some citizen from working in rioting town and make him specialist (making him into joker is usually waste of resources)

6) Single temple in big town can help very much, I don't recommend building temples in every town however.
 
7. If the AI declares War on You:

A. You get your war.
B. Your people will experience "War Happiness"! :)
 
I'm getting a button that says Pillage Improvement for some of my units. What does that do?
 
Aabra is correct IIRC. You need to pillage twice though if there's a rail on the tile too...
 
About RoP and other Agreements.

How exacly its happening, that "I wont sign %%%%% because i remember how you betrayed people of &&&&& before with same kind of deal"???

In theory i thought that you sign RoP, Peace, MPP, luxury/resource trading or an Alliance vs common enemy and that deal lasts for 20 turns. If you break any of those then AI wont sign with you same kind of deal again(or will ask crazy value in return).

In reality it appears that if i break peace, people dont want to sign RoP with me neither. Breaking alliance appears to affect MPP. And also if i cancel/end RoP, AFTER 20 turns have passed, and attack enemy it will count as if i would have broken it.

It also appears it has something to do with the fact if my units are inside their territory when i peacefully end/cancel or not. If i end agreement, wait 1 turn, and then attack, it still counts as if i would broken. If i end agreement, wait 3 turns and attack still no difference. I think some recent game i tryed to wait like 6 turns or so, but still no luck. I'm becoming so paranoid that i'm starting to think that maybe i should wait 10 turns after ending agreement...

So underline and question of this: Which of my assumptions are correct and how that actually works? And most important, why after SIX FLIPPING TURNS it still doesnt let me attack in diplomatically correct manner??????
 
It destroys one tile improvement (Mine/Irrigation/Road/etc.) for the tile you are on.

You don't want to do this in your own territory. ;)
...Usually, Agreed.

Advanced Tip: Sometimes during the game, you quickly need to produce a unit or perhaps a cheaper unit will suffice. For example, lets say you are at a point where the game produces Cavalry but for whatever reason a horseman will suffice for some cities and cavalry for others. If you have 1 connected saltpeter tile with workers + unit(s) on it, you can disconnect the saltpeter (by pillaging) to produce horsemen, and re-connect (by re-building a road) to produce cavalry.

On the surface this sounds academic but I have used this tactic in many competitive games. (I.e. GOTM, HOF.) :)
 
About RoP and other Agreements.

How exacly its happening, that "I wont sign %%%%% because i remember how you betrayed people of &&&&& before with same kind of deal"???

In theory i thought that you sign RoP, Peace, MPP, luxury/resource trading or an Alliance vs common enemy and that deal lasts for 20 turns. If you break any of those then AI wont sign with you same kind of deal again(or will ask crazy value in return).

In reality it appears that if i break peace, people dont want to sign RoP with me neither. Breaking alliance appears to affect MPP. And also if i cancel/end RoP, AFTER 20 turns have passed, and attack enemy it will count as if i would have broken it.

It also appears it has something to do with the fact if my units are inside their territory when i peacefully end/cancel or not. If i end agreement, wait 1 turn, and then attack, it still counts as if i would broken. If i end agreement, wait 3 turns and attack still no difference. I think some recent game i tryed to wait like 6 turns or so, but still no luck. I'm becoming so paranoid that i'm starting to think that maybe i should wait 10 turns after ending agreement...

So underline and question of this: Which of my assumptions are correct and how that actually works? And most important, why after SIX FLIPPING TURNS it still doesnt let me attack in diplomatically correct manner??????

I'm pretty sure that when you end a RoP you have to leave their territory before it is treated as a normal war. Also, if you surprise attack even without a RoP you will get a rep hit.
 
I'm pretty sure that when you end a RoP you have to leave their territory before it is treated as a normal war. Also, if you surprise attack even without a RoP you will get a rep hit.

The second statement is definitely not true. It is a common misunderstanding that sneak attacks, or DoW with units in enemy territory give you some sort of rep hit. But the game is in fact far more forgiving here, and you won't even get a rep-hit if there were units in enemy territory at the beginning of the turn. (Provided there were no actual RoP agreements to begin with of course.)

But the first statement may well be the solution to SleeperLv's problem.
 
It destroys one tile improvement (Mine/Irrigation/Road/etc.) for the tile you are on.

You don't want to do this in your own territory. ;)

If the tile is railroaded, it destroys the railroad first. If it is roaded, it destroys the roads and irrigation/mines if they exist on the tiles. So to take a fully developed tile to nothing it takes two turns.

I do this to even out the food production in my tiles. I could just try and balance it out, but I'm more concerned about growth until just before the city maxes out.
 
The second statement is definitely not true. It is a common misunderstanding that sneak attacks, or DoW with units in enemy territory give you some sort of rep hit. But the game is in fact far more forgiving here, and you won't even get a rep-hit if there were units in enemy territory at the beginning of the turn. (Provided there were no actual RoP agreements to begin with of course.)...

To clarify, for example, when the 20 ROP turns are up (or you don't have an ROP) and the following beginning-of-turn you have units in their territory, you can declare war without Rep consequences to any AI?? Other than the AI you are attacking are there any Attitude consequences/considerations? :)
 
SleeperLV said:
In theory i thought that you sign RoP, Peace, MPP, luxury/resource trading or an Alliance vs common enemy and that deal lasts for 20 turns. If you break any of those then AI wont sign with you same kind of deal again(or will ask crazy value in return).

In reality it appears that if i break peace, people dont want to sign RoP with me neither. Breaking alliance appears to affect MPP. And also if i cancel/end RoP, AFTER 20 turns have passed, and attack enemy it will count as if i would have broken it.

You can't have any active x-turn deals with them at the time (it can't say neither 6 gpt (6) nor 6 gpt). I think there's a setting where 20 turn deals renew *automatically*. Peace treaties often seem to renew at 20 turns. Generally though (variants come as an exception), it's better to not make peace with an opponent you want to declare war on/had a war with. If you had a war with them, you probably captured their cities... in which case, it's better to eliminate that tribe first so cities won't flip back to them. If they declared war on you and you didn't want that, that might be a different story... but then you might not lie in a position really to declare on them later.
 
You can't have any active x-turn deals with them at the time (it can't say neither 6 gpt (6) nor 6 gpt). I think there's a setting where 20 turn deals renew *automatically*. Peace treaties often seem to renew at 20 turns. Generally though (variants come as an exception), it's better to not make peace with an opponent you want to declare war on/had a war with. If you had a war with them, you probably captured their cities... in which case, it's better to eliminate that tribe first so cities won't flip back to them. If they declared war on you and you didn't want that, that might be a different story... but then you might not lie in a position really to declare on them later.

Lol all your thoughts are situational and sounds academic free-thinking, and none of them answers my question...

I'm pretty sure that when you end a RoP you have to leave their territory before it is treated as a normal war.

Hmmm can you say this statement in different words?? I dont quite seem to catch what you mean... My only guess that i have to exit from their territory before ending RoP? If yes then i've tryed it. In fact i very rarely have units inside their territory when under RoP agreement. I just make agreement for diplomatic protection, you know - like diplomatic games where you dont build units and just hide behind RoP. Its really powerful tool. People cant make as powerful alliance as they would want...
 
To clarify, for example, when the 20 ROP turns are up (or you don't have an ROP) and the following beginning-of-turn you have units in their territory, you can declare war without Rep consequences to any AI?? Other than the AI you are attacking are there any Attitude consequences/considerations? :)

What I know is that there are no consequences if you just attack an AI and you have units in their territory that you moved there last turn without a RoP. When I checked this, I could compare several types of deals with a third party civ and see if there were any changes between before and after DoW. And there was just nothing, neither gpt, luxes, MAs, RoP or combinations did change one bit. (On the flip side if I explicitly signed a RoP and then attacked, I could see how deals that were ok before, were no longer ok after the DoW.)

I doubt that there are any consequences for attitude any more than from other kinds of DoW, but that not so easily testable. A little bit more furious may still come out as cautious.
 
SleeperLV said:
And also if i cancel/end RoP, AFTER 20 turns have passed, and attack enemy it will count as if i would have broken it.

The assumption here doesn't hold.

SleeperLV said:
And most important, why after SIX FLIPPING TURNS it still doesnt let me attack in diplomatically correct manner

You still have an x-turn deal going with the AI in question.

Almost everything in the game comes as situational. Without a save and more information than you've given us, most of what can get accurately said should sound like "academic free-thinking". I can't tell you exactly what's going on without information from the 'trade' section (which details current x-turn deals) of the trade advisor... either via screenshots or a save.
 
Thanks Lord Emsworth, that work you did on the ROP/DOW will be most useful! :goodjob:
 
I get the feeling I should probably ask/find the answer to this question in a different forum, but I am a forum noob and I need help, so, here I am.

How do you 'unlock' the Austrian civ from Conquests and use them in the normal game? Thanks in advance.
 
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