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I believe pressure from your holy city increases if you build the Divine court, might also increase if you build the grand temple (from the city you build it in).
Other than that things that affect religious pressure are:

Faith-purchased buildings: (except the monastery)(some of these are gained from world-wonders)
The Piety opener:
Some enhancer beliefs: Scripture (all cities), Ritual (higher pressure from trade-routes and longer range pressure from all cities)
Some unique buildings: Mission(all cities), Basilica (all cities, and extra from trade-routes)
The Temple building (all cities)
The Indian UA

Probably forgot something, but there you go.
 
Founder NWs indeed provide a bit of pressure, however it's only in one city so it's pretty irrelevant (probably the reason I forgot in the first place). But Grand Temple does not give any pressure.
 
Funak, do you recall the reasoning behind returning the minimum city distance to 3 tiles... even for huge maps?

I know a lot of folks complained about getting boxed out of valuable tiles. Personally, I feel that actually adds something, so I'm back to 4 tiles. But I'm wondering if there was some other issue (religion spread, etc) that I might have missed.
 
Funak, do you recall the reasoning behind returning the minimum city distance to 3 tiles... even for huge maps?

I know a lot of folks complained about getting boxed out of valuable tiles. Personally, I feel that actually adds something, so I'm back to 4 tiles. But I'm wondering if there was some other issue (religion spread, etc) that I might have missed.

Never actually followed that. I don't play huge maps and I really hated the 4 tile city distance thing. So I stopped caring once it got reverted on standard maps.
 
What part of the game covers tourism? I have a LOT of mods running but I can't even begin to guess which one is stopping any of my cities except my capital from being displayed in my Tourism Window for My Culture. I can't even move any of the items on my capital city either. I just see my capital city and what objects I have for tourism there. No other cities showing and I have 6 cities with wonders and museums and other buildings with tourist functions in them. I need a place to start looking so I can fix this problem. I don't want to make someone else look through my whole list of 67 mods. Even though that includes the 6 CBP main mods and a LOT of Whoards mods and might be easily eliminated from the process.
 
What part of the game covers tourism? I have a LOT of mods running but I can't even begin to guess which one is stopping any of my cities except my capital from being displayed in my Tourism Window for My Culture. I can't even move any of the items on my capital city either. I just see my capital city and what objects I have for tourism there. No other cities showing and I have 6 cities with wonders and museums and other buildings with tourist functions in them. I need a place to start looking so I can fix this problem. I don't want to make someone else look through my whole list of 67 mods. Even though that includes the 6 CBP main mods and a LOT of Whoards mods and might be easily eliminated from the process.

No idea about that, sorry.
 
When does it start being acceptable to convert production into other yields? Obviously when you have no more buildings that the city NEEDS, but is it worth giving up a large percentage of those hammers to a yield when you could build, say, a customs house for the small extra culture and merchant slot? I usually play super wide and end up running out of things to build between techs around the modern era, and I feel so guilty setting production to something else knowing the conversion is so awful... even if it means I add another rifleman to my bloated army that will realistically never see combat since I use my units I've had since the beginning of the game anyway. But regardless, when do you switch over and how do you decide?
 
When does it start being acceptable to convert production into other yields? Obviously when you have no more buildings that the city NEEDS, but is it worth giving up a large percentage of those hammers to a yield when you could build, say, a customs house for the small extra culture and merchant slot? I usually play super wide and end up running out of things to build between techs around the modern era, and I feel so guilty setting production to something else knowing the conversion is so awful... even if it means I add another rifleman to my bloated army that will realistically never see combat since I use my units I've had since the beginning of the game anyway. But regardless, when do you switch over and how do you decide?

I use Farming early on if I have nothing better to do and/or want to shave off a few turns to growth before building a settler.

I use Research or <whatever the culture thing is called> later on when I run out of buildings to build (and don't feel like I need to stockpile more army-units).
 
What promotions do l need to get air repair on a B17? I have Siege II and it should be eligible.
 
What promotions do l need to get air repair on a B17? I have Siege II and it should be eligible.

This is one of the questions that the civpedia probably solves better. I don't actually remember getting air repair recently, so it might have been removed or something.
 
The thing is the civilopedia for air repair is just copied from the base game and siege II is all that is needed. But when I got siege II in the mod, air repair is not available.
 
The thing is the civilopedia for air repair is just copied from the base game and siege II is all that is needed. But when I got siege II in the mod, air repair is not available.

In that case the promotion is probably removed for the unit-class, might still exist for fighters but I don't remember that being the case either.
 
The thing is the civilopedia for air repair is just copied from the base game and siege II is all that is needed. But when I got siege II in the mod, air repair is not available.

Try whoward's UI Promotion Tree. Pretty handy and seems to read modified promotions accurately. You can access it through the drop down menu or by clicking the header in the promotion box.

Bomber promotion options are light compared to fighters.
 

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Try whoward's UI Promotion Tree. Pretty handy and seems to read modified promotions accurately. You can access it through the drop down menu or by clicking the header in the promotion box.

Bomber promotion options are light compared to fighters.

Doesn't work with EUI, which is a dealbreaker for me.

I do see that the Bomber promotion-line is still broken, I do find that rather odd.
 
Ah, right you are. I'm on the other side of the EUI fence ;)

So, what's up with bomber promotions? Just reading through the relevant thread now... it does look like the only tree that has a single path.
 
So, what's up with bomber promotions? Just reading through the relevant thread now... it does look like the only tree that has a single path.

I'm assuming it's a mistake, and I assumed it would have been fixed by now. I guess not.
 
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