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)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.
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.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)
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.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.
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.
Never was aware of this"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."
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."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.",
"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."
Really? That's a bug imho, because it doesn't make any sense. In both cases it should finished on the same turn.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.
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.Really? That's a bug imho, because it doesn't make any sense. In both cases it should finished on the same turn.
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.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.
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.The "worker trick" can also be used with archeologists. It allows you to work the landscapes and start training new archeologists one turn earlier.
Oh you're right. I have been doing it as if they were workers for so long that I totally forgot about it.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.
Game tips are installed the same way with EUI, into your game folder and not mods folder.The game shows me the tips even in the unmodded game now?!? How?