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Going from the opener trees (ancient) to the medieval trees, I agree with this point. However with the medieval trees....you will often be in Renaissance by the time you finish the tree (heck often before you do), so this is not as big a deal.

That's not what I meant, what I meant is that if you spend 3 points in Authority and finishes off tradition, that's 3 points you could have spent in aesthetics instead. If you spend 3 points in tradition and 3 in authority, then you're not getting the finisher for any tree, so that's not really viable either.
 
Is there a reliable way to tell the AI not to settle an area close to you? I play Venice often so I generally expect strategy and luxury resources 5 tiles from my capital to be mine, but not straight away. Sometimes the AI gets enthusiastic about a nearby location and I'd rather they went elsewhere. It's annoying if you have a DoF and they ignore your polite request to not settle nearby. Do you need a strong military before they will pay attention?

I'm planning to carry a big stick - and use it - the next game I play.
 
Is there a reliable way to tell the AI not to settle an area close to you? I play Venice often so I generally expect strategy and luxury resources 5 tiles from my capital to be mine, but not straight away. Sometimes the AI gets enthusiastic about a nearby location and I'd rather they went elsewhere. It's annoying if you have a DoF and they ignore your polite request to not settle nearby. Do you need a strong military before they will pay attention?

I'm planning to carry a big stick - and use it - the next game I play.

Generally no, you can try to just ask them not settling nearby, but depending on the enemy leader they'll usually just get pissed off about it and most of the time, even if they agree not to settle near you, they'll do it anyways.
 
Is there a way to protect or revive your original pantheon belief? That is, in the case where you miss founding a religion and your belief is stamped out by your neighbors'.

Vanilla had the Piety policy that activated the 2nd most popular pantheon, but I don't recall if it worked with "loose" pantheons. Just wondering if I've missed some alternative in VP for those rare cases where you have a great pantheon setup and miss a religion.


Do you mix two policy trees of the same era (i.e. Progress and Tradition)?
Not really, no. Mixing tradition and authority for that border expansion strategy used to be viable but I'm not sure if it is anymore. Main problem with mixing trees is that you're both giving up on getting the finisher wonder, and you're giving up on your next era policy tree which usually is more powerful than the previous era ones.

In long games, I find that the Progress opener is well worth the dip when otherwise planning for Tradition-> Aesthetics. This is especially true if the capital hasn't grown much and I score culture from a ruin. The early science boosts and faster resource reveals justify burning a GW or finding some other way to make up for the policy slack later. If you're going the Great Person route, you're also generating additional early culture from the Tradition specialists.

Rarely, I'll double dip for the worker speedup (Liberty) if I get lucky with early culture generation from tiles and religion. But finishing the primary tree for the wonder and moving on is still priority, as you say.
 
Is there a way to protect or revive your original pantheon belief? That is, in the case where you miss founding a religion and your belief is stamped out by your neighbors'.

Vanilla had the Piety policy that activated the 2nd most popular pantheon, but I don't recall if it worked with "loose" pantheons. Just wondering if I've missed some alternative in VP for those rare cases where you have a great pantheon setup and miss a religion.
No, I don't think so, sorry.





In long games, I find that the Progress opener is well worth the dip when otherwise planning for Tradition-> Aesthetics. This is especially true if the capital hasn't grown much and I score culture from a ruin. The early science boosts and faster resource reveals justify burning a GW or finding some other way to make up for the policy slack later. If you're going the Great Person route, you're also generating additional early culture from the Tradition specialists.

Rarely, I'll double dip for the worker speedup (Liberty) if I get lucky with early culture generation from tiles and religion. But finishing the primary tree for the wonder and moving on is still priority, as you say.
Not saying you're wrong or anything, but remember that a policy you're purchasing early on without the intention of driving you forward (finishing a tree to move on to the next one) slows you down quite a bit. Yeah the first policy is cheap, but it's not the first policy you're spending to pick up the Progress opener, it's the last one, along with a delay of every policy on the way there.
 
Not saying you're wrong or anything, but remember that a policy you're purchasing early on without the intention of driving you forward (finishing a tree to move on to the next one) slows you down quite a bit. Yeah the first policy is cheap, but it's not the first policy you're spending to pick up the Progress opener, it's the last one, along with a delay of every policy on the way there.

I agree the detour isn't optimal for policy progression, but I think the trade-off comes down to (potentially) better plot selection for early cities vs "the last policy". Getting another late policy may be less important if you've achieved smarter, faster placement. That can also mean fewer cities and lower policy cost overall. I haven't done the math, but in practice it seems to get me into a stronger position in Ancient through Classical. If I'm lagging on policies, I consider burning my first GW for a culture boost.

Definitely situational though... it isn't as appealing if you already have revealing techs from ruins or when capital population growth is too slow.

No, I don't think so, sorry.

Thanks for the reply on the pantheon thing. I have a Gandhi game going where I unwisely delayed shrines due to very favorable map conditions (piles of lake and marsh tiles = Goddess of Purity). Naturally, that didn't work out and I'm gradually losing my bonuses ;)
 
Hunnic UA when it gives you additional tiles when your borders expands: do you recieve bonuses (e.g. Tribute) for these additional tiles?
 
How is the money from Trade Routes and Villages/Towns calculated? When you set the Trade Route, does it take it into account when it gives you the value? Or does it work like yields from kills, like every time the trade unit passes it gets a few gold?

Also, does the caravan have to pass over the very tile the Towns/Villages are on, or can it be within so many tiles of them and still get the bonus? If it is on nearby tiles, can Cargo Ships benefit from any Villages and Towns built on the coast?

Does it work on both internal and foreign routes?

If two cities are next to each other with a road and that road is covered with Towns and Villages, will they get more gold bonuses because it is traveling over those tiles constantly? If I send another caravan along the same road but to another city a long way away will I only get the bonus for the very few times it crosses over the cluster of Towns and Villages, or is it prorated over the length of the route?

Basically, how does that whole system work?

Thanks in advance
 
How is the money from Trade Routes and Villages/Towns calculated? When you set the Trade Route, does it take it into account when it gives you the value? Or does it work like yields from kills, like every time the trade unit passes it gets a few gold?
Not one hundred percent sure what you're talking about here.


Also, does the caravan have to pass over the very tile the Towns/Villages are on, or can it be within so many tiles of them and still get the bonus? If it is on nearby tiles, can Cargo Ships benefit from any Villages and Towns built on the coast?

Does it work on both internal and foreign routes?
The very tile. Cargo-ships can't affect villages/towns at all afaik (as they can't move on land).
Any caravan-route passing over a village/town increases the output of that tile, doesn't matter if it's an international or an internal trade-route, doesn't even matter who sent it, in fact I think trade-routes sent by civs you're at war with that somehow passes over a village you own still increases the yields of it.

If two cities are next to each other with a road and that road is covered with Towns and Villages, will they get more gold bonuses because it is traveling over those tiles constantly? If I send another caravan along the same road but to another city a long way away will I only get the bonus for the very few times it crosses over the cluster of Towns and Villages, or is it prorated over the length of the route?

Basically, how does that whole system work?

Thanks in advance

The Caravan itself doesn't really matter, it's the route that the caravan moves (you can see these routes by mousing over an active caravan, or mousing over a possibe trade-route in the 'send trade-route'-menu. If the caravans selected route passes over a village/town, that village/town produces an extra +1gold/hammers (+2 if you have railroads, I think). This means it doesn't actually matter how long the trade-route is or when it actually passes over the village in question, it just matters where the planned route goes.


Hope this cleared things out
 
In situation when you didn't found a religion and adopted foreign one... Whatever, I mean if you have any religion as your majority one (doesn't matter who is the founder) do you also recieve founder and enhancer bonuses from it?
 
In situation when you didn't found a religion and adopted foreign one... Whatever, I mean if you have any religion as your majority one (doesn't matter who is the founder) do you also recieve founder and enhancer bonuses from it?

You only receive the founder and enhancer belief if you have the religion as a majority in your empire and if you own the holy city for that religion.
 
You only receive the founder and enhancer belief if you have the religion as a majority in your empire and if you own the holy city for that religion.

So if there's only majority and I don't own holy city of this religion - no before mentioned bonuses for me? That's sad.
 
Couple quick questions, I'm new to the mod, been bouncing back and forth between Prince and Emperor (Prince for warring Civs, I just can't seem to get Authority tree down well.)

1.) Is settling on fresh water/hills as important as it was in standard Civ? I notice the Well building seems to indicate that settling off water might be okay in many instances, just confirming.

2.) Is it still ideal to just chop trees? And how important is it to save jungles if you don't need to chop them?

3.) Do you typically default to making your first few trade routes just internal food routes? Or is it viable or more ideal to do other things?

4.) Is it still correct to force new workers to do production via the city manager and then lock them to a different tile?

5.) I notice the City manager loves to work specialists, often to the complete detriment of growth. I can't seem to break my old habit of just working scientists and not sure how important other specialists really are in this version. Any rule of thumbs here?

Sorry for the generic questions, some may have already been addressed. But, I'm in the "breaking old habits" mode here, and trying to adjust. Thank you!
 
Couple quick questions, I'm new to the mod, been bouncing back and forth between Prince and Emperor (Prince for warring Civs, I just can't seem to get Authority tree down well.)

1.) Is settling on fresh water/hills as important as it was in standard Civ? I notice the Well building seems to indicate that settling off water might be okay in many instances, just confirming.
Depends on the civ you're playing, but generally no, not really. Main advantage of settling on the river is the Baths building.

2.) Is it still ideal to just chop trees? And how important is it to save jungles if you don't need to chop them?
Depends on the civ you're playing and the strategy you're employing. I usually cut down most the trees to get more farms, but if the location is slightly isolated so I can't get a good farm there I usually leave the forest.

3.) Do you typically default to making your first few trade routes just internal food routes? Or is it viable or more ideal to do other things?
I usually send international trade-route, and my first few usually try to hit city-states with trade-route quests. If I don't have any of those I usually go for the highest science route I can establish (assuming the gold is fine).

4.) Is it still correct to force new workers to do production via the city manager and then lock them to a different tile?
This 'trick' doesn't work in CBO, the order the yields are calculated have been intentionally changed so people can't exploit that anymore. So to answer your question, no.

5.) I notice the City manager loves to work specialists, often to the complete detriment of growth. I can't seem to break my old habit of just working scientists and not sure how important other specialists really are in this version. Any rule of thumbs here?
If you're playing tradition, be sure to manually lock specialists, the automation can really mess you up with so many specialists to choose from. Personal tradition strategy involves manually locking engineers and culture-based specialists and setting the city to food-focus, getting scientists in there once the city is big enough to sustain them and still grow.

For non-tradition games, the important part is still to make sure your cities grow big enough to actually work the specialists. In CBO all specialists are decent to work by themselves, and all great people are fantastic (and unlike vanilla getting a great merchant doesn't slow down your great scientist production), this means that you generally want to work as many specialists as you can. Which specialists to prioritize kinda depends on the situation, if you're going really wide you're kinda forced to work all scientists in all cities to keep up, for example.

Sorry for the generic questions, some may have already been addressed. But, I'm in the "breaking old habits" mode here, and trying to adjust. Thank you!
No problems, I'm sorry I can't really give you more specific answers, CBO to me is a lot of instinct.
 
I usually cut down most the trees to get more farms, but if the location is slightly isolated so I can't get a good farm there I usually leave the forest.

First, what do you mean by "slightly isolated"?

Aside from occasional must-have-hammers, why do you not leave forests and take advantage of the herbalist, then convert to lumber mills later?
 
First, what do you mean by "slightly isolated"?
Locations where you can't stack enough farms to get a decent adjacency bonus.

Aside from occasional must-have-hammers, why do you not leave forests and take advantage of the herbalist, then convert to lumber mills later?
Why would you want lumbermills? Farms and Mines are generally better.
 
Why would you want lumbermills? Farms and Mines are generally better.

Answering quickly, I'd say to split the difference. Didn't split it very well, huh?

More soberly, in growth-poor cities, I assume I'm better off with the mills' higher pop.

In the past I always chopped, and switched only recently with these mods, largely because of the Herbalist's effect. How do you factor that in?
 
Why would you want lumbermills? Farms and Mines are generally better.

Early on with an herbalist I'm getting 3F/1 hammer off of a forest, comparable to a farm ring on plains and doesn't require near as much terraforming. Then it goes to 3F/2H with the lumbermill, 3F/2H/1S with the university. Farms are going 4F/1 H at that point (at least river ones)....the forests definitely seem better overall to me...and of course go to 3F/3H/1S with the workshop.

Funak, I was genuinely surprised that you go for international trade routes early in the game. You've mentioned recently how strong you feel food and hammers are compared to the global yields....so I thought you would be internal TR all the time!
 
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