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Oh. My vassal hates me and wont even accept an embassy. So the next time would be better to just crush him, dont capture cities, and force vassalage him?
 
You can only sell city to friends (so you need a declaration of friendship), or when losing a war by giving them to the winner in a peace treaty.
It is to avoid abuse. (Same reason why you're not able to use instant gold with non-friend. If you're not friend, you cannot make deal including things that are not "taken back" when declaring a war)
you can sell cities with just an embassy.
 
So... I'd usually take Statecraft if I'm trying to go for a Diplomatic Victory, and Artistry for a Cultural Victory, and probably for a Science Victory. When should I take Fealty? Only with Domination in mind?
 
So... I'd usually take Statecraft if I'm trying to go for a Diplomatic Victory, and Artistry for a Cultural Victory, and probably for a Science Victory. When should I take Fealty? Only with Domination in mind?
Hard to say, Fealty is really solid for a whole bunch of reasons, and it is very flexible. That does however mean that it's not really as focused as the other medieval trees, however depending on the civ you're playing and the state of the map I could go for fealty even when pursuing cultural, scientific or diplomatic victory.
 
Hard to say, Fealty is really solid for a whole bunch of reasons, and it is very flexible. That does however mean that it's not really as focused as the other medieval trees, however depending on the civ you're playing and the state of the map I could go for fealty even when pursuing cultural, scientific or diplomatic victory.
I was thinking about Indonesia. I went with Progress and I was doubting between Fealty and Statecraft. Not many CS around, some of them militaristic and some hostile ones. I don't want to go Domination, but I'm not sure if Diplo is the best choice. Fealty, Rationalism and Order for a SV? Or even Industry?
 
I am playing a team game with a friend vs 5x AI at Prince. So me and other player are Team 1, the AI have 1 team each. Running into an odd thing. I am at heavy war with the Mayans, and have captured one of their cities. My teammate is staying out of this war (but is formally at war of course).

In recent turns, the Mayans have been offering Peace. To my, they only offer Peace without any gifts (no good for me as Aztec). To my friend, they offer all sorts of gifts with Peace, without him having done anything to the Mayans, personally.

Is this intended behavior? My guess was that possibly the Mayan AI first generates the Peace offering to my friend, and then has no goodies left to offer me. As the peace offerings seem to occur in the same turn. Other theory I have is that the Mayans are more angry with the actual warmonger-er, and thus less willing to offer him or her any loot.
 
I was thinking about Indonesia. I went with Progress and I was doubting between Fealty and Statecraft. Not many CS around, some of them militaristic and some hostile ones. I don't want to go Domination, but I'm not sure if Diplo is the best choice. Fealty, Rationalism and Order for a SV? Or even Industry?
I don't necessarily think policy-trees are as tied to victory-conditions as you make them out to be. Yeah if you're going for rationalism you're probably going to reach a science victory faster than if you go for industry, but depending on the situation going for industry might be a safer bet. If you've got a civ/religion based around golden ages you might want to go rationalism even if you're not going for science victory. The game is more about building synergies and making the best out of the current situation than just following a plan.

I am playing a team game with a friend vs 5x AI at Prince. So me and other player are Team 1, the AI have 1 team each. Running into an odd thing. I am at heavy war with the Mayans, and have captured one of their cities. My teammate is staying out of this war (but is formally at war of course).

In recent turns, the Mayans have been offering Peace. To my, they only offer Peace without any gifts (no good for me as Aztec). To my friend, they offer all sorts of gifts with Peace, without him having done anything to the Mayans, personally.

Is this intended behavior? My guess was that possibly the Mayan AI first generates the Peace offering to my friend, and then has no goodies left to offer me. As the peace offerings seem to occur in the same turn. Other theory I have is that the Mayans are more angry with the actual warmonger-er, and thus less willing to offer him or her any loot.
I've never played team games so I have no idea, sorry.
 
I am playing a team game with a friend vs 5x AI at Prince. So me and other player are Team 1, the AI have 1 team each. Running into an odd thing. I am at heavy war with the Mayans, and have captured one of their cities. My teammate is staying out of this war (but is formally at war of course).

In recent turns, the Mayans have been offering Peace. To my, they only offer Peace without any gifts (no good for me as Aztec). To my friend, they offer all sorts of gifts with Peace, without him having done anything to the Mayans, personally.

Unfortunately, VP is not (yet) balanced around team games. AI has difficulty to understand the concept of team, and some things (such as the Great Leap Forward tenet) are OP. What are the Warscore of both of you ?
 
I know it depends on the civ, map, etc. But is there a "limit" about the number of cities founded when I go with Progress? 15 cities? 30? Or should I keep founding whenever and wherever I can? Thanks!
 
I know it depends on the civ, map, etc. But is there a "limit" about the number of cities founded when I go with Progress? 15 cities? 30? Or should I keep founding whenever and wherever I can? Thanks!
First limit is when you notice overexpanding. Happiness, and tech development hurts with every founded city.
Last limit is when there's not enough turns until end game for the city to pay for itself.

In between, there's your common sense of being able to protect those cities.
 
I know it depends on the civ, map, etc. But is there a "limit" about the number of cities founded when I go with Progress? 15 cities? 30? Or should I keep founding whenever and wherever I can? Thanks!
There's no real hard-cap on number of cities, but every new city needs to reach a certain level of industry to compensate for their penalty to science/culture.

As for specific numbers, I'm really not a fan of those extremely oversized maps, so I have little experience with situations where you settle 30+ cities.
 
What are the general tips for scientific victory in Vox Populi? I know that in vanilla it was all focus on food and growth and don't bulb scientists untill 500 science per turn. However I'm not sure how accurate these are in vox so any tips for scientific victories would be much appreciated.
 
What are the general tips for scientific victory in Vox Populi? I know that in vanilla it was all focus on food and growth and don't bulb scientists untill 500 science per turn. However I'm not sure how accurate these are in vox so any tips for scientific victories would be much appreciated.
These still pretty much hold true. You can neglect science to some degree early on and focus on other stuff if you want to, catch-up mechanics are strong. But then again I don't really aim for scienceV, scienceV is more a way to finish of a game for me. I might totally be doing that wrong however.

The big difference I'd say is that you generally don't want to neglect infrastructure to focus entirely on food, most buildings are fantastic and you want them up as fast as possible because most of them also kinda improves your ability to just sit and grow.
 
What are the general tips for scientific victory in Vox Populi? I know that in vanilla it was all focus on food and growth and don't bulb scientists untill 500 science per turn. However I'm not sure how accurate these are in vox so any tips for scientific victories would be much appreciated.
It's the same old thing, but with caution. If you neglect your army, or let it obsolete, you could be facing more wars than you can fight. If you neglect completely culture, you are going to be influenced by others, letting their cities grow faster and happier. If you neglect city states (delegates), many enactments will work against you. Also, if you research and grow too fast, your happiness will hurt, your supply will lower and your neighbours will save some beakers thanks to you. To build any rushed wonder you still need to have a minimum number of policies.

Moreover, each planted Academy will increase net science production and boost late great scientist bulbings. 2-4 academies may be worthy, depending on map size. Also, a great difference with vanilla is that there are few multiplier bonuses for science, so focusing science just in your capital might not be the best strategy.

But overall, it's getting more population to work on those scientist slots, and some engineers to work on projects and spaceship parts.
 
I usually play wide and do progress. My issue is that I seem to always fall behind on both culture and science, usually moreso the science. I can hang for a bit but all of a sudden I check infoaddict (on prince) and I see that I'm producing something like 300 beakers holding my own with everyone, and the top two civs (usually sejong or someone) is producing something crazy like 1000 or more.

What are some good rules of thumb to keep myself up and ahead on science (and culture too if you can). Thanks.
 
I usually play wide and do progress. My issue is that I seem to always fall behind on both culture and science, usually moreso the science. I can hang for a bit but all of a sudden I check infoaddict (on prince) and I see that I'm producing something like 300 beakers holding my own with everyone, and the top two civs (usually sejong or someone) is producing something crazy like 1000 or more.

What are some good rules of thumb to keep myself up and ahead on science (and culture too if you can). Thanks.

->If you have enough happiness, you should always aim to have enough population to be able to get the current era building in 5 - 8 turns and enough population to work some specialist.
focus on growth when you feel like you don't have enough citizens to get the right production.
->micro manage your specialist until mid-late.
you don't want to work engineer in cities with lots of mines nor merchants before economics unless you are broke and/or you need golds for upgrade/purchase.
-> learn building combo : arena grants + 2 production to barrack, forge and armory which means that it has got a big value when you build it in the right condition. windmill gives + 2 food to granary and grocers.
-> prioritize science and culture buildings
-> plan your farm network and don't leave any worked tile unimproved.
 
I usually play wide and do progress. My issue is that I seem to always fall behind on both culture and science, usually moreso the science. I can hang for a bit but all of a sudden I check infoaddict (on prince) and I see that I'm producing something like 300 beakers holding my own with everyone, and the top two civs (usually sejong or someone) is producing something crazy like 1000 or more.

What are some good rules of thumb to keep myself up and ahead on science (and culture too if you can). Thanks.
I find Jesuit Education to be amazingly strong for wide empires. It provides a lot of science, and the faith purchase can help weaker cities keep up with infrastructure
 
Also, keep in mind that InfoAddict will display the per turn science production of your cities, but not the event based science (= such as upon adopting a policy, killing unit, etc.) So your average science per turn might be slightly higher.
 
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