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The reason I asked was because I've settled into the impression that more was involved than just tourism and the vote...

Consider the situation where two equally sized Civs share a continent, and a border. If one has a dominant religion, will that not enter into the equation that determines the relative weightings of ideological unhappiness? And if not, then the logical extension of this is that Ideology will Trump Religion, which I don't necessarily have a problem with but I would like to know just to manage things better.

Religion does intentionally fall off later on in the game, the bonus for sharing religion for example shrinks with every era.
 
Religion does intentionally fall off later on in the game, the bonus for sharing religion for example shrinks with every era.

Are you sure? Where is that defined? Seems to be a fixed percentage to me.
 
Are you sure? Where is that defined? Seems to be a fixed percentage to me.

Percentage? Diplomacy should be measured only in flat numbers and unless anything have changed fairly recently the flat number associated with shared religion does shrink with era. At least I'm fairly certain I've seen it provide both +25 and +15 in different situations.
 
I have two questions.

How is the basic yield need of citizens calculated?
Is it a fixed amount that increases with techs or is it based on all existing/owned cities?
 
Percentage? Diplomacy should be measured only in flat numbers and unless anything have changed fairly recently the flat number associated with shared religion does shrink with era. At least I'm fairly certain I've seen it provide both +25 and +15 in different situations.

Maybe we're talking about different things?
I thought the question was about how an ideology change might be forced on the player and I'm fairly sure it is primarily due to tourism output and happiness factors.
As far as tourism goes you get bonuses for open borders, trade agreements and importantly a shared religion which I think is around 34%.
 
I have two questions.

How is the basic yield need of citizens calculated?
Is it a fixed amount that increases with techs or is it based on all existing/owned cities?

I had to leave before finishing to write my second question. :crazyeye:

Thanks for clarifying the point about happiness.

I am playing the first CBP game at the moment (early industrialization at the moment) and noticed that it is easier to maintain several big cities compared to BNW. At the same time I find it harder to maximize science because of the lack of science per citizen and the lack of %-Bonus for science.
In BNW I went tall for maximizing science, meaning 3-4 cities, ideally next to a mountain, and focused on food to make them as big as possible.

What would be the best method to maximize science in CBP? Get as many scientist specialists as possible? Go for Forest/Jungle cities and use university for more science? Or focus on academies?

Also my tooltips say for some buildings, that different yields get converted to science. For example the shrine adds 20% of faith or the granary adds 10% of food to science, however I do not find that in the wiki, so I am not sure if the tooltip is just wrong or the wiki is wrong. If this is wrong I will ignore it, if not, is this a major source of science or just a small bonus?

Additionally, what to do with great scientists? In BNW I used early scientists for academies, but after my science yield was higher than ~1000/turn I used them for instant science. Is this threshold similar here?
 
Maybe we're talking about different things?
I thought the question was about how an ideology change might be forced on the player and I'm fairly sure it is primarily due to tourism output and happiness factors.
As far as tourism goes you get bonuses for open borders, trade agreements and importantly a shared religion which I think is around 34%.
Yeah tourism bonus for shared religion stays the same (assuming you don't take the aesthetics finisher). But that was not what I was talking about at all.


I had to leave before finishing to write my second question. :crazyeye:

Thanks for clarifying the point about happiness.

I am playing the first CBP game at the moment (early industrialization at the moment) and noticed that it is easier to maintain several big cities compared to BNW. At the same time I find it harder to maximize science because of the lack of science per citizen and the lack of %-Bonus for science.
In BNW I went tall for maximizing science, meaning 3-4 cities, ideally next to a mountain, and focused on food to make them as big as possible.

What would be the best method to maximize science in CBP? Get as many scientist specialists as possible? Go for Forest/Jungle cities and use university for more science? Or focus on academies?

Also my tooltips say for some buildings, that different yields get converted to science. For example the shrine adds 20% of faith or the granary adds 10% of food to science, however I do not find that in the wiki, so I am not sure if the tooltip is just wrong or the wiki is wrong. If this is wrong I will ignore it, if not, is this a major source of science or just a small bonus?

Additionally, what to do with great scientists? In BNW I used early scientists for academies, but after my science yield was higher than ~1000/turn I used them for instant science. Is this threshold similar here?

Generally the best way to maximize science is working all scientist specialists, and that's pretty much all you can do. You can make minor choices that partially affects your science output, like policy-choices, obtaining certain wonders and optimizing your trade-routes for science output. But in general science is going to come from your scientist specialists and your buildings.

For the forest/jungle question, I do keep jungle/forest tiles around occasionally, but that's usually just when there really is nothing better to build on the tiles, the science gain from them are usually negligible.


In general you should trust the tooltip over the wiki, as the wiki tends to be more likely to be out of date. In this situation I'm fairly certain that the science conversion is real. The science gained from this is of course not something major, but it does add up. You're not really going to be able to maximize it, mostly because science is converted from pretty much everything anyways, meaning it technically favors all around cities.

As for great scientists, I usually don't care about my science output when I use them, if I get one in Ancient or Classical era, I'm going to make a academy, guaranteed, if I get one later on I'm probably going to pop it for a techboost.
There are however people who disagree with me on this point, an academy does have advantages in CPP, for example as it raises science output in a city it is going to lower unhappiness from illiteracy in that city.
 
In general you should trust the tooltip over the wiki, as the wiki tends to be more likely to be out of date. In this situation I'm fairly certain that the science conversion is real. The science gained from this is of course not something major, but it does add up. You're not really going to be able to maximize it, mostly because science is converted from pretty much everything anyways, meaning it technically favors all around cities.

The wikia is considerably less out-of-date than it used to be! And should be soon up-to-date fully.

But also, that feature's been gone for awhile, Kerbolosh is perhaps playing with the last official version?
 
The wikia is considerably less out-of-date than it used to be! And should be soon up-to-date fully.

But also, that feature's been gone for awhile, Kerbolosh is perhaps playing with the last official version?

From his messages that's what I would guess. Still I'd trust tooltips over the wikia any day at least if you're running EUI and have some idea how EUI operates.
 
After building an Embassy in a city-state, and a barbarian horde takes it over, does the embassy still provide yields/a vote to me?
After the city-state is liberated by another Civ, does the embassy now become his - yields as well as vote?
 
After building an Embassy in a city-state, and a barbarian horde takes it over, does the embassy still provide yields/a vote to me?
After the city-state is liberated by another Civ, does the embassy now become his - yields as well as vote?

1. No.
2. No.


Also, an embassy does not provide you with yields, does it? Just a vote.
 
Does Mission ( spain special castle ) count as a building purchased with faith ?
Do you get the + 2 tourism from "Sacred Site" ?
 
1. No.
2. No.


Also, an embassy does not provide you with yields, does it? Just a vote.

I believe the yields are the CS's, like a Feitora. But if you puppet/annex a CS you get a nice tile for your trouble, and the embassy owner loses that vote.
 
Another interesting fact : If you eradicate a civ from the game, you get all his votes from his embassies. Good to know when you are looking for dominate the UN.
 
Is there something different in CPP in how Great Generals are generated? I've played a few games and just now realized, I've never gotten a Great General. The meter says my progress is at 466/200... Keeps growing, no generals.
 
Is there something different in CPP in how Great Generals are generated? I've played a few games and just now realized, I've never gotten a Great General. The meter says my progress is at 466/200... Keeps growing, no generals.

That sounds like a bug or a mod conflict.
 
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