Wesley balestrini
Chieftain
- Joined
- Jun 13, 2017
- Messages
- 31
I have some doubts and I decided to write in a single post, I hope they do not mind. I'm using google to translate, so if you do not understand something I can try to explain it better.
I would like to have separate topics in "spolier" for easier reading, but I have not found the option.
Doubts 1 - Revolutions:
I am with the Mali Empire (East Africa) with 9 cities in the African continent.
During the Renaissance I expanded to the southern Amarica, colonizing in particular areas where Brazil is (in real life). I built about 10 cities there.
The problem is that they were in constant revolts. On the city's screen, there were many more items favoring the local order than on the contrary. The only "complaints" were monarchy, distance from the palace and colony. Note how positive I had buildings and all other types of civics in my favor. Even so, the revolution only increased, forcing me to stay paying bribes.
This was only solved when I adopted democracy and now I am in the "safe" state.
I would like to know if it is really impossible to have so many cities without all the civics supporting the idea or if eventually my cities would already be good without adopting democracy.
I noticed that the "village hall" grants +3 stability points per turn. Is this cumulative infamously (to the point of overcoming the negative points of my government)? Is it possible to check these points?
Is it possible to build an empire? Or would my realm eventually collapse (as it always did in real life)?
I Build a wonder that reduces maintenance, near the new cities. In my mind, that would be to centralize some of the power in that region. Therefore, it should reduce the negative points for "distance from the palace"; Right? Since the local population would not have to wait for orders from the capital, It seems reasonable and is already a suggestion.
Doubt 2 - Trade:
I can not figure out where my earnings go by commercial route in my cities. Is this hidden now?
Doubt 3 - Pollution:
Does the mod change any mechanics of pollution? If yes, how?
[Edited] By "pollution" I mean Global warming and related events. And not necessarily the local unhealthiness of each city.
Doubt 4 - Control Zone:
I noticed that some buildings exert a control zone on the adjacent tiles. What does that mean? Is it just the 8 tiles round the city or the "fat cross"?
Doubt 5 - Working lands:
I have the option that allows you to work with the biggest radius of the city. The building "Metropolitan Administration" informs that it will expand the working radius of the city. But some cities are allowing it without this building. I'm still not sure about any corelation between them, just know that the cities that are allowing this are large, over 20 population.
After all, is this building necessary or not?
Doubt 6 - improvement "industry":
In some areas I am not able to build the improvement "industry", being necessary to build a "workshop" first and let it evolve. Are there any rules I'm forgetting?
I would like to have separate topics in "spolier" for easier reading, but I have not found the option.
Doubts 1 - Revolutions:
I am with the Mali Empire (East Africa) with 9 cities in the African continent.
During the Renaissance I expanded to the southern Amarica, colonizing in particular areas where Brazil is (in real life). I built about 10 cities there.
The problem is that they were in constant revolts. On the city's screen, there were many more items favoring the local order than on the contrary. The only "complaints" were monarchy, distance from the palace and colony. Note how positive I had buildings and all other types of civics in my favor. Even so, the revolution only increased, forcing me to stay paying bribes.
This was only solved when I adopted democracy and now I am in the "safe" state.
I would like to know if it is really impossible to have so many cities without all the civics supporting the idea or if eventually my cities would already be good without adopting democracy.
I noticed that the "village hall" grants +3 stability points per turn. Is this cumulative infamously (to the point of overcoming the negative points of my government)? Is it possible to check these points?
Is it possible to build an empire? Or would my realm eventually collapse (as it always did in real life)?
I Build a wonder that reduces maintenance, near the new cities. In my mind, that would be to centralize some of the power in that region. Therefore, it should reduce the negative points for "distance from the palace"; Right? Since the local population would not have to wait for orders from the capital, It seems reasonable and is already a suggestion.
Doubt 2 - Trade:
I can not figure out where my earnings go by commercial route in my cities. Is this hidden now?
Doubt 3 - Pollution:
Does the mod change any mechanics of pollution? If yes, how?
[Edited] By "pollution" I mean Global warming and related events. And not necessarily the local unhealthiness of each city.
Doubt 4 - Control Zone:
I noticed that some buildings exert a control zone on the adjacent tiles. What does that mean? Is it just the 8 tiles round the city or the "fat cross"?
Doubt 5 - Working lands:
I have the option that allows you to work with the biggest radius of the city. The building "Metropolitan Administration" informs that it will expand the working radius of the city. But some cities are allowing it without this building. I'm still not sure about any corelation between them, just know that the cities that are allowing this are large, over 20 population.
After all, is this building necessary or not?
Doubt 6 - improvement "industry":
In some areas I am not able to build the improvement "industry", being necessary to build a "workshop" first and let it evolve. Are there any rules I'm forgetting?
.