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Speaking of religion, I often struggle to spread my religion abroad. There's always an AI that's more successful at it than me. That may be an issue with my faith-generation, but I think I'm doing well in this regard. Rather, I think it is due to me waiting for a second prophet to enhance my religion, and then using my faith to buy buildings before they get more expansive.

Do you enhance your religion ASAP ? Or do you think it's worth prioritizing missionaries ?
 
Speaking of religion, I often struggle to spread my religion abroad. There's always an AI that's more successful at it than me. That may be an issue with my faith-generation, but I think I'm doing well in this regard. Rather, I think it is due to me waiting for a second prophet to enhance my religion, and then using my faith to buy buildings before they get more expansive.

Do you enhance your religion ASAP ? Or do you think it's worth prioritizing missionaries ?

I usually end up delaying my enhancing probably way too long, usually to the point of praying I'd get the chance to use a great engineer to rush Hagia Sophia, to get a great prophet to enhance.

To me the early spread is crucial, because the AI that don't found religions will use all their faith to spread the first religion to reach their border, meaning if you're not first you might as well not try.
I actually usually end up reforming my religion before I have a chance to enhance it, which is rather funny to be honest.

Picking a faith-heavy belief on your first round of beliefs does help, and especially avoiding the faith-consuming beliefs (the buildings). Veneration is massive and Cooperation helps. A good pantheon helps as well.
 
Curious to ask your opinion about gamespeed.
Which one makes you feel more... historically involved in the process?
 
Curious to ask your opinion about gamespeed.
Which one makes you feel more... historically involved in the process?

I only ever play standard gamespeed. Slowing the game down makes it a lot easier and speeding it up just makes me feel weird. So I can't really answer that question, sorry.
 
Hi Funak, what are the bonuses associated with early/mid game tourism ? I've read in another thread that tourism causes foreign trade routes to generate growth, how does that work ? And what are the other early uses of tourism ?

Btw, thanks for the answer on religion.
 
Hi Funak, what are the bonuses associated with early/mid game tourism ? I've read in another thread that tourism causes foreign trade routes to generate growth, how does that work ? And what are the other early uses of tourism ?

Btw, thanks for the answer on religion.

You could definitely find this out in-game just by mouseover the influence in the tourism-screen, but I can go ahead and tell you I suppose.

Every rank of influence you have over someone (exotic, familiar, popular, influential, dominant) adds the following:

Trade-routes(obviously only trade-routes aimed at that specific target): +3% Growth(in the city that sent the traderoute, not global), +2 gold, +1 science.
Spying: better spying (think this varies too much per level to give a good answer)
Conquest: Conquering cities of the target civ results in -15% resistance, -15% population loss.
 
I've been trying to pursue the early caravans-to-the-capital strategy, but can't figure out the 8 -tile rule. At first, it doesn't seem to apply... or apply all the time. Do hills, etc, count as 2, but roads reduce the distance?
 
I've been trying to pursue the early caravans-to-the-capital strategy, but can't figure out the 8 -tile rule. At first, it doesn't seem to apply... or apply all the time. Do hills, etc, count as 2, but roads reduce the distance?

Roads increases the range of caravans by a lot. As far as terrain slowing caravans down, that is probably true, but I don't know the exact numbers.
 
Roads increases the range of caravans by a lot. As far as terrain slowing caravans down, that is probably true, but I don't know the exact numbers.

That's probably the answer, then. Because I often can't send a caravan to the capital, even though it's 8 tiles or less as the crow flies.
 
Hey Funak,

first if all, thank you for your help!
I've just recently started playing VoxPopuli and have to say that it really feels a LOT more complete than vanilla.

One question I have is, if there are certain "benchmarks" which one should aim for in order to stay competitive or to get a rough idea about how good you are. I'm thinking about something in the line of "NC before turn 100" in vanilla.
And how do you when to focus on what. I simply tend to build all buildings, because they all seem to make sense and I start running out of things to build. But I'm pretty sure that's not an effective strategy...
 
Hey Funak,

first if all, thank you for your help!
I've just recently started playing VoxPopuli and have to say that it really feels a LOT more complete than vanilla.
Glad you liked it and I'm glad you found my ramblings useful.


One question I have is, if there are certain "benchmarks" which one should aim for in order to stay competitive or to get a rough idea about how good you are. I'm thinking about something in the line of "NC before turn 100" in vanilla.
And how do you when to focus on what. I simply tend to build all buildings, because they all seem to make sense and I start running out of things to build. But I'm pretty sure that's not an effective strategy...

There is not really an effective benchmark (as far as I know, but then again it is hard to grasp those things when you're just playing).
As far as strategy there are really four key-points that you need to keep in mind and which you kinda need to balance to not fall behind.

1. Growing your cities
This kinda feels like a no-brainer, I mean of course you grow your cities, but it's one of the absolute easiest ways to fall behind. The vanilla mind-set of 'this city will grow in 20 turns, it's fine' or 'This city is already 15 pop, no need to grow it more' just doesn't fly here. You're going to need to prioritize growth at points during the game, most effectively while the city is in We Love The King Day. Your cities are done growing when you have no more tiles to work and no more specialist-slots to fill (but even then more pop usually doesn't hurt).

2. Building infrastructure
This refers to buildings and improvements. Ideally you want every building built in every city and every tile in your empire improved. Realistically you can't expect to get every building done in every city while still keeping up in growth and military. Focusing on hammer-buildings first helps, focusing on growth and gold-buildings after that is usually good, but you have to adjust this to fit the flow of the game. Getting walls up if you expect attacks getting science or culture buildings up if you're not doing that well on those fronts.

3. Military
You need to keep a standing army. Yeah I know that building a military and not using it feels like a waste, especially if you're delaying growth or infrastructure to get it, but you need it. Keeping a garrison in every city and 2 solders near the border just isn't enough with the new and improved AI. The AI will smell weakness and attack, they will bombard your cities in just a turn or two after declaring war and they will keep pushing forward. If you don't have an army up by the time they attack you're not going to be able to hold them off. Of course the defensive army needed varies quite a bit, settling your cities in cleaver defensible locations and making sure your cities are up to date with the latest defensive buildings allows you to hold them with less units. In the end you're probably a lot better off just not getting attacked, and for that you need a respectable military score.

Military is also key for taking AI cities, in CPP you can't (usually) just city back and go for a science-victory hoping that the one snowballing AI is going to ruin himself and not contest you. You usually have to either expand your empire by preying on weak neighbors or you have to slow the beast down by attacking him. A good time to do this is when you hit your unique unit(if your civ have one of those) because they tend to be stronger, making it easier to make an impact.
Siege-weapons are just as important in CPP as they are in vanilla, but you're not going to be able to do that old strategy where you just move a couple of artillery forward with a melee unit or two guarding them, mowing down anything. The AI is going to use fast units and flank you, the AI is going to try and surround you and the AI is going to blast back at you. What I'm trying to say is that you're going to need more soldiers to attack than you did in Vanilla.

4. Science and Culture
Keeping up in Science is key, if your enemies out-tech you you're going to have a huge military disadvantage, you're also going to have access to less production-buildings growth-buildings and specialist-buildings. Your specialists and your tiles are going to produce less yields and in general everything is just going to be slightly worse. Culture isn't exactly as important as science is, but Social polices are a lot more powerful than they are in Vanilla, and wonders can't be built unless you keep up in both science and culture. Another key aspect of culture is that it is a lot easier to lose this game to a tourism-victory than it was in vanilla and keeping up your culture is kinda the only real way to prevent that.

Just growing your cities doesn't provide you with any science or culture at all (before public-schools/museums) so you need to work your specialists. But working these specialists slows down your growth and your infrastructure (and because of that your military) so you need to find a decent balance to run.
In the end that's pretty much all it comes down to, you have to balance these four basic aspects and on top of that figure out a way to outsmart the AI because the AI is also going to balance these 4 aspects.
 
As far as strategy there are really four key-points that you need to keep in mind and which you kinda need to balance to not fall behind.

I would add growing the number of cities you have. There are exceptions, but I've seen mostly upside to going well past the 4-5 city max in non-domination games. Second and third waves of expansion make it much easier to keep up with the AI in the very long late game.
 
You could definitely find this out in-game just by mouseover the influence in the tourism-screen, but I can go ahead and tell you I suppose.

Every rank of influence you have over someone (exotic, familiar, popular, influential, dominant) adds the following:

Trade-routes(obviously only trade-routes aimed at that specific target): +3% Growth(in the city that sent the traderoute, not global), +2 gold, +1 science.
Spying: better spying (think this varies too much per level to give a good answer)
Conquest: Conquering cities of the target civ results in -15% resistance, -15% population loss.

Thanks, I had missed that one.
I was however more thinking about bonuses incurred directly from our tourism output, not influence levels. It's very difficult to get a significant influence early in the game over someone who isn't a mere gimp, isn't it ?
 
Thanks, I had missed that one.
I was however more thinking about bonuses incurred directly from our tourism output, not influence levels. It's very difficult to get a significant influence early in the game over someone who isn't a mere gimp, isn't it ?

Pure tourism output does absolutely nothing (unless you're persia, who gets like 10% of their tourism output converted to Golden age points), it's only influence levels that matters. Getting the influence levels up depends on the situation of the game but it is quite possible to get up to Familiar with some less cultural civ and exploit that for more powerful trade-routes.
 
I have a quick question about More Luxuries CBP edition... with these new luxuries, do the existing buildings ever improve these as they do the base luxuries?

For example if I build a city near coffee will there ever be a building that gives bonuses to the coffee the way the forge does with copper?

I couldn't find an answer anywhere...

Thanks!
 
I have a quick question about More Luxuries CBP edition... with these new luxuries, do the existing buildings ever improve these as they do the base luxuries?

For example if I build a city near coffee will there ever be a building that gives bonuses to the coffee the way the forge does with copper?

I couldn't find an answer anywhere...

Thanks!

Yes they do, more luxuries is completely integrated into the CPP system.

Coffee for example gets boosted by the grocer along with tea and tobacco.
 
Yes they do, more luxuries is completely integrated into the CPP system.

Coffee for example gets boosted by the grocer along with tea and tobacco.

Thanks! Didn't see that in the building descriptions. Anywhere i can find that info?
 
It should be in the building description, maybe you messed up your install somehow?

As the description is not listed in the resources themselves I must not have been looking in the right building descriptions. With the introduction of the new resources I didn't know where to look for the buildings that provided bonuses.

Maybe a suggestion would be to have the bonus providing buildings listed on the resource description pages.
 
As the description is not listed in the resources themselves I must not have been looking in the right building descriptions. With the introduction of the new resources I didn't know where to look for the buildings that provided bonuses.

Maybe a suggestion would be to have the bonus providing buildings listed on the resource description pages.

That actually goes for all resources(more luxuries or not) for some reason, no idea why.
 
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