Curated List of Vox Populi Tips

To be honest, while most tips are good (about some things I didn't have a clue before, like the shortcuts) I have a real trouble with the ones like "always escort a settler or a GP". You need LOS, not an escort. I basically never do that, and I consider that a very bad advise of suboptimal play. Same with stuff like "public works are vital". I don't remember any need for building them for a year or two. If they're not neeeded on deity, I have a hard time believing they will be neeeded in any situation.

"You can change the location of your holy city by moving your prophet to the desired city before founding" This can easily cost you a religion. And you lose that faith that you gain after getting a prophet and founding. Manipulating faith output prior to GP built is a correct way.
 
To be honest, while most tips are good (about some things I didn't have a clue before, like the shortcuts) I have a real trouble with the ones like "always escort a settler or a GP". You need LOS, not an escort. I basically never do that, and I consider that a very bad advise of suboptimal play. Same with stuff like "public works are vital". I don't remember any need for building them for a year or two. If they're not neeeded on deity, I have a hard time believing they will be neeeded in any situation.

"You can change the location of your holy city by moving your prophet to the desired city before founding" This can easily cost you a religion. And you lose that faith that you gain after getting a prophet and founding. Manipulating faith output prior to GP built is a correct way.
I find Public Works mandatory if I'm playing very wide (either lots of conquest or extreme wide settling depending on the map, e.g Polynesia)
 
I find Public Works mandatory if I'm playing very wide (either lots of conquest or extreme wide settling depending on the map, e.g Polynesia)
What do you think of as extreme wide settling? I don't think Iv'e ever settled more than 11 mine cities. And it's usually 8-9 for progress, 7-6 or less authority, 5 or 6 tradition.
 
What do you think of as extreme wide settling? I don't think Iv'e ever settled more than 11 mine cities. And it's usually 8-9 for progress, 7-6 or less authority, 5 or 6 tradition.
Yeah, 11ish is close to the limit as something I'd do with Polynesia for instance. Maybe up to 13 if I discover Coal and have to settle emergency cities to grab any.
 
There is even such a thing as getting too much science. As your number of techs increases, so do your happiness needs and your military supply will also decreases too. So if you really get insane amounts of science but don't keep up with production and gold to rush buildings, you unlock things faster than you can build them or upgrade them.

Maybe that makes a good tip:

Often, technology is only useful if you have the productivity to take advantage of it.

There are some exceptions, most notably specialist and improvement yield upgrades. I got the advice from this forum, when I was considering bulbing a scientist to rush Seowons.
 
"If receiving instant culture yields during your turn causes enough accumulated culture for a policy, you can adopt that policy on the same turn if you check the policy tree. The same applies for faith and a pantheon."
Never was aware of this :)
 
"Units suffer a 0.3% combat strength penalty in melee combat and when attacking for every 1 damage taken. Soften your enemy's units with ranged attacks before attacking with your melee units.",
This is true general but sometimes you want to make the kill with a ranged unit so that the melee unit does not need to move forward into a bad tile.
 
Yeah, it'd be nice to have an option to kill with a melee unit and stay in place, like you are in a city or a fort.
 
"If receiving instant culture yields during your turn causes enough accumulated culture for a policy, you can adopt that policy on the same turn if you check the policy tree. The same applies for faith and a pantheon."

Is that one true? You can do that with Culture/Policy as you can see that the number of turns until you accumulate enough goes to zero (or even negative). You can then click it and select it instead of waiting until the next turn. You can do if when buying things with faith to, or if you will you can constantly spend faith so you don't reach the number that automatically turns it into a great prophet if you don't want one. But I don't think you can, or I don't know how, you can select a pantheon even if you overshoot the faith accumulation. No place to go and select that as far as I know. That gets completed on the following turn as far as I know. Or where do you click to one turn early complete your pantheon?

This is sort of like you can click on workers to finish things one turn early if you just manually click on them when they are at 1 turn to completion, click it and it finishes this turn instead.
 
This is sort of like you can click on workers to finish things one turn early if you just manually click on them when they are at 1 turn to completion, click it and it finishes this turn instead.
Really? That's a bug imho, because it doesn't make any sense. In both cases it should finished on the same turn.
 
Really? That's a bug imho, because it doesn't make any sense. In both cases it should finished on the same turn.
That has been in the game forever, it's not even a VOX thing. That said for most cases it doesn't really matter. But there are some fringe cases where it's nice sort of like hooking up some resource to resolve a problem, or finish that one road segment.
If you are say in negative on Iron and none of your swordmen are healing then that one turn makes a difference. But if you just want to complete some random farm then in the greater picture it doesn't really matter.

It doesn't really free up the worker or anything tho. That still gets "used" so he can't complete things one turn early and then do things. It is still locked until next turn, just like if you would normally let it run its course. So the only benefit is that tiles can be improved one turn early. If you let it run normally the worker is ready for more working the turn it completes its work so the same turn as if you had clicked it. So no extra worker action or anything.
 
That has been in the game forever, it's not even a VOX thing. That said for most cases it doesn't really matter. But there are some fringe cases where it's nice sort of like hooking up some resource to resolve a problem, or finish that one road segment.
If you are say in negative on Iron and none of your swordmen are healing then that one turn makes a difference. But if you just want to complete some random farm then in the greater picture it doesn't really matter.
It's not a bug and not an exploit. I'm 99% sure your swordmen will heal if you don't do it, because it's not a free turn. It's not one turn early. The same way, you get the same yields at next turn. It's turn 100. You started working on 5-turns-to-build iron mine on turn 95. The worker finishes the tile on turn 100, he is just automated to do it at the end of the turn. Between 100 and 101, you get full yields from new mine and your swordmen is healing. If you do it manually, you finish the iron mine on turn 100 exactly the same way, but before you finish the turn. So you'll able to trade away this iron or queue another swordman in the city. That's it. You would still be able to trade it away on AI turns betwenn 100 and 101. And as you said, it allows you to move on the road that would be finished after you move all units with the automated worker. Both when you do it and you don't do it, worker will have full movement on turn 101 with mine completed. I hope I wrote it the way it's understandable, sorry.
 
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The "worker trick" can also be used with archeologists. It allows you to work the landscapes and start training new archeologists one turn earlier.
 
Yeah I'm pretty sure forcing them to finish things only matters in some narrow cases. You can see it by sending units on goto routes. If their pathing fails when you try to end turn they will pop up again and all your workers will have finished their turns build.
 
The "worker trick" can also be used with archeologists. It allows you to work the landscapes and start training new archeologists one turn earlier.
I've noticed archaeologists default to finishing their expeditions before the turn ends anyway (you'll get a notification before you can confirm ending the turn) probably exactly for the reason you mentioned.
 
I've noticed archaeologists default to finishing their expeditions before the turn ends anyway (you'll get a notification before you can confirm ending the turn) probably exactly for the reason you mentioned.
Oh you're right. I have been doing it as if they were workers for so long that I totally forgot about it.
 
You can change the Opening Music by renaming the new song to OpeningMenu_Exp2.mp3 and placing it in the folder ...\Sid Meier's Civilization V\Assets\DLC\Expansion2\Sounds\Streamed\Music
 
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