Some questions I have not yet found answers...

Civ1onSNES

Chieftain
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Nov 24, 2015
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I have been playing CivVI now for four months on Nintendo Switch (version 1.0.3.0). I have read through many of the threads here and they have really improved my playing skills. I do have still some questions left though, maybe someone knows answers to them...

- When a city with several different religions grows, what will be the religion of the new population? (I am worrying to lose the city's majority religion, but so far this has not happened to me)
- Is there a way to get rid of the 1 turn production bug? (I have had it sometimes, sometimes it has disappeared, sometimes not)
- When completing city project, like harbor shipping, how many great people points do I get?
- How to calculate city defense strength? (well obviously I could go and try attacking it, check the number and then cancel, but it would be also nice to get back to safety, before the city guard shoots me :).)
- Battering ram gets obsolete on Civil Engineering. If I have CE, but AI does not have it, do I still need Battering ram for his walls? (After CE I can not build Battering ram anymore, maybe I should still keep the old ones)
 
Can't answer everything, especially as it's been a long time since i played vanilla.
- When a city with several different religions grows, what will be the religion of the new population? (I am worrying to lose the city's majority religion, but so far this has not happened to me)
From my experience it appears to be weighted based on the amount of citizens. Imagine a city with 4 population : 2 are following religion A, 1 Religion B and one are not following any religion. After the city have grown to size 8 (4 new citizens) you would have 4 following religion A, 2 religion B and 2 without any religion.
That is an hypothetical example for a city that doesn't receive any pressure which of course never happens. In reality by the time it has grown 4 times external pressure is likely to have changed this.
It's the reason why it's extremely powerful to convert a city immediately after you found it (follow your settler with a missionary) because a size 1 city with 1 follower that grows will always receive a citizen that follows your religion while a size 2 city with 1 follower will only produce a new believer every other "birth"
- Is there a way to get rid of the 1 turn production bug? (I have had it sometimes, sometimes it has disappeared, sometimes not)
Not sure what you mean by 1 turn production bug????
- When completing city project, like harbor shipping, how many great people points do I get?
It's based on the production spent on the project. IIRC it's something like 15% but i'm really not sure about that number.
- How to calculate city defense strength? (well obviously I could go and try attacking it, check the number and then cancel, but it would be also nice to get back to safety, before the city guard shoots me :).)
I don't know about the formula but if you hover your mouse above a city (or an enemy unit) you'll get a simulation of the damage dealt to both units. Real damage will vary from that estimation due to random numbers being inserted in the actual combat but it's a good estimation. If you look at the enemy unit (or city) it will display the exact number. Now maybe that's what you mean by "cancelling the attack", i don't know how it works on the switch, but i'm not aware of any other way to determine the current strength of any unit/city.
- Battering ram gets obsolete on Civil Engineering. If I have CE, but AI does not have it, do I still need Battering ram for his walls? (After CE I can not build Battering ram anymore, maybe I should still keep the old ones)
Keep them and attach them to an helicopter with the escort mobility promotion. Best way to bring modern cities down is to bring a battering ram :crazyeye:
(well, it's not exactly true as rocket artillery is very strong but those rams are never obsolete. You can't build them anymore but they don't loose their power at any time during the game so yes, keep them)
 
City defense is based on the strongest melee unit the civ has ever built (unit strength -10, I believe) So, if they have made a Swordman (even elsewhere in their empire) the base city defense for all cities will be significantly higher than if they only have Warriors. Ranged attack works the same way - if they build a Crossbow, all cities get higher power ranged attack. An actual unit garrisoned in the city bumps the defense to that units combat power, or it stays at the base if that is greater. So for example if a civ has built a Swordman, garrisoning a Warrior doesn’t actually add any defense! If a Swordman were garrisoned, it would add 10.

Walls, completed districts, and being on a hill all add defense. The capital also gets a defense bonus. As a city takes damage, it’s combat strength also decreases as with units. I think pillaging districts removes the defense bonus they grant but I am not sure.
 
Thanks for all the advices.

Not sure what you mean by 1 turn production bug????
This happens sometimes, most likely when I chop a builder into the city. After the builder is ready the production of everything changes to 1 turn (all wonders etc.). There was some discussion about his in the vanilla version times, but I am unsure if there is a certain "cure" for it. Sometimes I have been able to "cure" the city by producing something else, but I have not yet found, what actually "cures" the situation...
This is a kind of annoying bug, as the city with this bug is just too good. Mostly I just build scouts there and then delete them the next turn. I am trying to avoid being tempted by those 1 turn wonders...

... helicopter with a battering ram... :lol:...

City defense is based on the strongest melee unit the civ has ever built (unit strength -10, I believe) So, if they have made a Swordman (even elsewhere in their empire) the base city defense for all cities will be significantly higher than if they only have Warriors.

OK, now this explains, why the defense value sometimes jumps up between turns, when I am taking a city. AI apparently produced a more modern unit on their turn.

Also it seems now viable to update at least one old melee unit to the newest to get a boost to city defense :).
 
This happens sometimes, most likely when I chop a builder into the city. After the builder is ready the production of everything changes to 1 turn (all wonders etc.). There was some discussion about his in the vanilla version times, but I am unsure if there is a certain "cure" for it. Sometimes I have been able to "cure" the city by producing something else, but I have not yet found, what actually "cures" the situation...
This is a kind of annoying bug, as the city with this bug is just too good. Mostly I just build scouts there and then delete them the next turn. I am trying to avoid being tempted by those 1 turn wonders....
Do you actually build the wonders in 1 turn or is it just a display bug?
Never heard of this bug despite playing since release day :confused: (i'm taking about the time when the best way to build anything was to build horsemen, sell them and buy stuff with the gold)
 
I have not built wonders with the bug, but I have done most of the units, even the expensive ones. They always get there in one turn, then I just disband them to sort of avoid the bug.
 
This happens sometimes, most likely when I chop a builder into the city. After the builder is ready the production of everything changes to 1 turn (all wonders etc.). There was some discussion about his in the vanilla version times, but I am unsure if there is a certain "cure" for it. Sometimes I have been able to "cure" the city by producing something else, but I have not yet found, what actually "cures" the situation...
This is a kind of annoying bug, as the city with this bug is just too good. Mostly I just build scouts there and then delete them the next turn. I am trying to avoid being tempted by those 1 turn wonders...

Perhaps I am missing something, but if you chop a feature/bonus resource, then there is often enough production to complete the current build and also enough production overflow to complete another build as well, so slingers, warriors, monuments, even setters appear as just requiring 1 turn to produce. Though overflow is not usually enough to build a wonder in 1 turn, unless it's already half built.
 
answers to them..

- When a city with several different religions grows, what will be the religion of the new population? (I am worrying to lose the city's majority religion, but so far this has not happened to me)
all religions will grow so it depends on which next reaches the threshold and how many atheists are in the city. So it is mainly based on pressure.
- Is there a way to get rid of the 1 turn production bug? (I have had it sometimes, sometimes it has disappeared, sometimes not)
This is a chop feature, chopping is very powerful, read the link above my signature. If you think you have some bug to do with it, save your game immediately and post it. Production overflows into the next build but has limited exploit possibilities now.
- When completing city project, like harbor shipping, how many great people points do I get?
A simple calculation was worked out. It is (production spent / 5) +5 = GPP points gained.... thanks to @ggmoyang for this elegant simplification
- How to calculate city defense strength? (well obviously I could go and try attacking it, check the number and then cancel, but it would be also nice to get back to safety, before the city guard shoots me :).)
There is a number on the shield of the city. add +3 to that if on a hill and +1-4 to that for difficulty and +5 to that if attacking over a river. If you want to work it out fram scratch is gets more complex with palace guards, envoys, walls, districts, garrisons and unit strengths....hover over it as others have said if it is visible.
- Battering ram gets obsolete on Civil Engineering. If I have CE, but AI does not have it, do I still need Battering ram for his walls? (After CE I can not build Battering ram anymore, maybe I should still keep the old ones)
The attacker cannot use battering rams if the defender has discovered steel. Steel defences stop rams.... if the attacker has steel but the defender does not, the attacker can use rams.
upload_2019-4-29_14-4-55.png


those rams are never obsolete
One must keep up! See above, rams are useless when the defender has steel.
 
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- When a city with several different religions grows, what will be the religion of the new population? (I am worrying to lose the city's majority religion, but so far this has not happened to me)
all religions will grow so it depends on which next reaches the threshold and how many atheists are in the city. So it is mainly based on pressure.
- Is there a way to get rid of the 1 turn production bug? (I have had it sometimes, sometimes it has disappeared, sometimes not)
This is a chop feature, chopping is very powerful, read the link above my signature. If you think you have some bug to do with it, save your game immediately and post it. Production overflows into the next build but has limited exploit possibilities now.
- When completing city project, like harbor shipping, how many great people points do I get?
A simple calculation was worked out. It is (production spent / 5) +5 = GPP points gained.... thanks to @ggmoyang for this elegant simplification
- How to calculate city defense strength? (well obviously I could go and try attacking it, check the number and then cancel, but it would be also nice to get back to safety, before the city guard shoots me :).)
There is a number on the shield of the city. add +3 to that if on a hill and +1-4 to that for difficulty and +5 to that if attacking over a river. If you want to work it out fram scratch is gets more complex with palace guards, envoys, walls, districts, garrisons and unit strengths....hover over it as others have said if it is visible.
- Battering ram gets obsolete on Civil Engineering. If I have CE, but AI does not have it, do I still need Battering ram for his walls? (After CE I can not build Battering ram anymore, maybe I should still keep the old ones)
The attacker cannot use battering rams if the defender has discovered steel. Steel defences stop rams.... if the attacker has steel but the defender does not, the attacker can use rams.
View attachment 523746

One must keep up! See above, rams are useless when the defender has steel.


Thanks Victoria on the Lumber Mill information. I just learned that I have missed an important production opportunity by not taking that tech early in the game. Still learning from all of you guys. :)

Cheers!
 
Thanks Victoria on the Lumber Mill information. I just learned that I have missed an important production opportunity by not taking that tech early in the game. Still learning from all of you guys. :)
Cheers!
Lumber mill eureka is good, especially for shipbuilding. lumber mills, not so much personally.
 
Thanks for all the advices!

Are you playing the Switch version?
Yes

- Is there a way to get rid of the 1 turn production bug? (I have had it sometimes, sometimes it has disappeared, sometimes not)
This is a chop feature, chopping is very powerful, read the link above my signature. If you think you have some bug to do with it, save your game immediately and post it. Production overflows into the next build but has limited exploit possibilities now.
Yes, I have read the link, it is very good advice. I will check if I have the saves left, if not I will save it when it appears.
I have read quite many old threads about 1 turn production bug, the main thing I am wondering, how I got the city "cured" of it...

It must have been Steel that stopped my Battering Rams in my games... I am often confused on, which rules apply to my switch games, as the rules have changed somewhat with updates... It seems to me February 2017 update is the latest one on Switch, but I am not sure...
 
Hello again :).

I played a game with Aztecs and I am playing now on Romans, I got two more questions:
- How likely it is to get a builder, when winning an unit with Eagle Warrior? In my game I did not get a builder from two first wins, then got builders 10 -12 from next wins and then no builders from last 5 wins. It just was weird to have a winning streak like that...
- I noticed my Roman Legions can repair improvements, is that on purpose? I found no information that Legions should be able to do that.
 
Hi again @Civ1onSNES

Legions can repair, it is in the design, toa’s Can too. Because they have the ability to make forts they can repair I guess.

For Aztecs have a look at this post then scroll down 2 posts to @Lily_Lancer reply
Sea Dogs - basically the base strength of the 2 units are compared (not damaged strength). If the are equal there is a 50% chance of capture, for every point of difference the odds change 2.5%. Random rolls tend to cluster a little at times. You can play a game where you capture so many builders they slow down your game.
 
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Thanks Victoria,

This explains that I did not get any builders on my last attacks. I was just trying to get the builder out of much tougher opponents by using the Eagle Warrior to get the last few hit points out of the tough unit.

Legions are actually quite good, it saves lots of time, when they repair everything, instead of waiting builders to do it.
 
Here is one more question...

In religious combat sometimes my unit moves onto the place of the killed enemy unit, sometimes not. Why?
 
Thanks Victoria,

That would explain it, but there was no other unit.

It was likely just a very rare bug, I got it twice on a religious victory with a huge map and there were hundreds of battles.
 
Lumber mill eureka is good, especially for shipbuilding. lumber mills, not so much personally.

Is this up to date ?
I basically just got back to playing civ after quite a while with the expansions now.
It seems to me, since they changed the lumber mill, they also changed the map generator engine to produce fewer hills. I see far too little hills to get good production cities going based on mines.
Looks to me like they succesfully balanced this and stopped me from cutting every forest and jungle tile in my lands because they took over the role of mines.
 
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