Quick Questions and Answers

Dumb Question Time:

How does one end an Alliance with another civ without incurring a penalty? I currently have shared Embassies and Open Borders with the Inca and plan to declare war on them in about ten turns and do not want to incur the "you declared war on your Allies!' penalty. I do not see anywhere within Current or Completed Deals where we became 'Allies' but the tooltips list that we are, and the diplomacy options list becoming allies as an option (but I think that's kind of like renewing our vows).
 
Dumb Question Time:

How does one end an Alliance with another civ without incurring a penalty? I currently have shared Embassies and Open Borders with the Inca and plan to declare war on them in about ten turns and do not want to incur the "you declared war on your Allies!' penalty. I do not see anywhere within Current or Completed Deals where we became 'Allies' but the tooltips list that we are, and the diplomacy options list becoming allies as an option (but I think that's kind of like renewing our vows).

You wait out the 50 turns or you hope your ally declares war on you.
 
Or denounces you (also cancels DOF -- backstab). If you make a bunch of demands on your friend, denounce their other friends, DOF their enemies, settle a city in their crib, and generally make yourself really annoying, they may denounce you.

If you are prepared to incur diplo penalties with your friend and with other civs, you can denounce them (be the backstabber) or DOW them, but I suspect you were asking about a method of ending the DOF that has fewer adverse consequences.
 
Ahh, they last for 50 turns. Thank you. I thought they lasted for 30 and continued without needing to be renegotiated, unless the other party wanted to end it. It is strange that I cannot see it in my current deals list.
 
Other than peace treaties, diplomatic commitments do not appear in the deal history. So denunciations, DoFs, "my troops are just passing through," "I won't settle near you," "I won't spy on you," etc. do not appear anywhere -- you just have to remember when you made those commitments.
 
Hi playing civ for the first time (well played civ2 for an hour 15 years ago) and have a few questions. I'm playing on settler at the moment.

1.) The AI trade seems unfair - they want gems, spices and silk for crab (wtf?). Possible to mod the game?
2.) In the economic overview I have "local resources" and "available resources" both are the same - what does that mean?
3) Can I see if have resources in my area that I did not open up because for example I forgot?
4) Is there a list with the visibility range from certain units? For example one with a great visibility range to scout for artillery.
5) When several cities want one luxury resource - do I have to have them several times? Or will they need only one of those resources, so when one city got it the next round the next one will get them. Or do I only need several luxury resources when I would want to trade?
6) What units can learn Scounting (1-3) (http://civilization.wikia.com/wiki/Promotions_(Civ5))
7) Can I influence what hex the city will claim next automatically?
8) Happiness says it keeps the city growing - but I don't see any sign in the citizen tab in the city that this is the case. So is it sufficient to have at least 1 happiness or is there really a benefit to it?

Thanks =)
 
Hi playing civ for the first time (well played civ2 for an hour 15 years ago) and have a few questions. I'm playing on settler at the moment.

1.) The AI trade seems unfair - they want gems, spices and silk for crab (wtf?). Possible to mod the game?
2.) In the economic overview I have "local resources" and "available resources" both are the same - what does that mean?
3) Can I see if have resources in my area that I did not open up because for example I forgot?
4) Is there a list with the visibility range from certain units? For example one with a great visibility range to scout for artillery.
5) When several cities want one luxury resource - do I have to have them several times? Or will they need only one of those resources, so when one city got it the next round the next one will get them. Or do I only need several luxury resources when I would want to trade?
6) What units can learn Scounting (1-3) (http://civilization.wikia.com/wiki/Promotions_(Civ5))
7) Can I influence what hex the city will claim next automatically?
8) Happiness says it keeps the city growing - but I don't see any sign in the citizen tab in the city that this is the case. So is it sufficient to have at least 1 happiness or is there really a benefit to it?

Thanks =)

1. If you are at least neutral with an AI and they have an extra of a given resource you should be able to trade 1:1 for luxuries. If you're getting a 3:1 that usually means you're asking for their last copy of a given resource.

2. Local resources are what your cities produce, as opposed to ones you are importing or getting from City States. The "available" number will go down if you sell/trade some of your resources away, and up if you get one from someone else.

3. I'm not sure what you mean by "open up" so I cannot address this point.

4. All units have the same visibility range unless they have promotions dictating otherwise. Scouts can gain visibility promos with experience (usually from having a barracks and armory where you build them), many naval ships have an inherent bonus, and most artillery units have a limited visibility promotion. Note that standing on a hill increases your visibility range, and it is blocked by hills/forests/peaks.

5. One copy of a luxury resource satisfies every need other than trading with other civs for money or different resources that you will have for that resource. This includes for We Love the King Day demands in multiple cities.

6. Scouts and only scouts.

7. Not directly. It will always choose one of the ones with a purple outline on the city view. With some experimentation you can sometimes buy one or more tiles to change the next automatic expansion tile to be one of your choosing, such as buying an ocean tile to make a more distant sea resource adjacent to your territory thus making it the most desirable one for your cultural expansion.

8. Having 0 or more happiness will keep all of your cities growing at their normal rate. As soon as your happiness drops to -1 your cities' growth is reduced by 75%. At -10 growth stops entirely and your units get -33% in combat and then at -20 rebel units start popping up all over your territory. There are other benefits to maintaining a large positive happiness such as starting golden ages and gaining extra culture (given a certain social policy). For growth +100 is the same as 0, at least for that turn.

Welcome to the game!
 
You should have all your science specialists slots staffed at all times.

Is that generally speaking? Obviously need to keep an eye on food, but that probably shouldn't be a problem. What if I am going for a cultural victory, earlier on won't I be short of citizens to fill everything?

Thanks for the prompt response.
 
Is that generally speaking? Obviously need to keep an eye on food, but that probably shouldn't be a problem. What if I am going for a cultural victory, earlier on won't I be short of citizens to fill everything?

Thanks for the prompt response.

For nearly every game. Even for culture, you want to staff your science slots so you don't fall (further) behind in research. But you'd need to try to avoid spawning more than one GS. The only times that you don't need to staff science specialists are when you're completely done with technology for the rest of the game.
 
In addition to the general benefits of keeping scientist slots filled, you should understand that RA output is determined by your and your RA partner's total beaker output over the 30 turns of the RA. Boosting beakers on the last turn of an RA will have a negligible impact on the RA's payoff.
 
In addition to the general benefits of keeping scientist slots filled, you should understand that RA output is determined by your and your RA partner's total beaker output over the 30 turns of the RA. Boosting beakers on the last turn of an RA will have a negligible impact on the RA's payoff.

OK, I thought I read that the beaker output over the last 30 turns was bugged (RE: Overflow) and that it was changed to the beaker output for the last turn. Hence the question on boosting it for the last turn.

I will see if I can find the thread again.

I was aware that the RA beakers was calculated on the partners beakers and mine but thanks for clarifying it. Is there a way to see what a partner is producing in beakers?

Found the thread, it says:

Research Agreement code was previously giving double-credit to research "overflows" (i.e. when you finished a tech and the extra research was being applied to the following tech). Now the credit toward a RA will be based on Science earned that turn.

from: http://forums.civfanatics.com/showthread.php?t=476108

I assume 'that turn' means the turn the RA finishes, so certainly seems worthwhile filling the slots if they are not filled but acknowledge Unresolved's post that they should be filled anyway.

Note to self: Learn to manage specialists better
 
Sorry, but the Fall patch notes don't mean what it sounds like you think you read (if that makes any sense). They just eliminated the double counting of beaker overflow that occurred during the 30 turns of the RA as techs were discovered (e.g., if you generated 340 beakers on turn 6 to complete a tech with only 3 beakers left, the 337 of overflow beakers would roll to turn 7 and were erroneously counted as turn 7 beakers, in addition to the "regular" 340 beakers generated on turn 7, with the result that the RA formula treated turn 7 as a 677 beaker turn for purposes of computing RA payoffs; as revised, turn 7 is treated as the 340 beaker turn it really is). They did not revamp RA output to be based solely on beakers generated on turn 30.
 
Maybe I would have understood if they just said that they fixed the error of double counting the overflow ;)

Thanks again, the main point is that I need to manage the specialists better and then this won't be an issue.

If I convert my production into research is that counted. I suppose I am asking, does it just take the raw number displayed on the top left of the screen cumulatively for the 30 turns?
 
So just finished the Into the reaissance scenario with Byzantium. Me and the Turks met at the middle of Asia Minor, So i naturally posted some units on my borders, some of which on neutral tiles. He asked me what they were doing, and i said "just passing through". But like 15 turns he had plopped two more cities really close (on really crap places), so i declared war. And offcours that ment i broke the promise.

So my question(s): How long does a promise last (like for not settling a new cities) in turns? And the negative consequences of breaking it? (cause i got stuck with the negative modifier for the remaining game, 100 turns)
 
If I convert my production into research is that counted. I suppose I am asking, does it just take the raw number displayed on the top left of the screen cumulatively for the 30 turns?

All beakers count except beakers from other RAs, GS bulbs and, in the case of Korea, the science building part of their UA (beakers from the tile improvement and specialist piece of their UA do count).
 
I'm gonna ask it again since no one answered it:

Are the cities in the city screen mode in Civ V supposed to have noises coming from them like in Civ IV and CivRev? I hear it in the new BNW videos but I am wondering if my game is not working right or it hasn't been implemented yet.

I see it in my city noise files for Civ V but I don't hear it in my city screen. I was wondering if this goes the same for everyone else.
 
So I just downloaded the full game after playing the demo up to turn 100. Is there anyway for me to continue from that save file? Or do I have to start a new game?
 
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