Frequently Asked Questions (at last)

[73379.734] Runtime Error: [string "C:\Users\titid\Documents\My Games\Sid Meier's..."]:124: attempt to index a nil value

In lua.log file the problem mod's location is truncated and I don't understand how to make it not be truncated. Is there a way to do this? Thanks.
 
[73379.734] Runtime Error: [string "C:\Users\titid\Documents\My Games\Sid Meier's..."]:124: attempt to index a nil value

In lua.log file the problem mod's location is truncated and I don't understand how to make it not be truncated. Is there a way to do this? Thanks.
Please, ask in the installation thread. If it is successfully answered, it's more useful there.
 
Hello, any chance to see such a community patch be developed for Civ 6 to make it playable at last ? ^^
 
Hello, any chance to see such a community patch be developed for Civ 6 to make it playable at last ? ^^
Did firaxis release the dll yet?
Maybe they'll do that once they are sure no further DLC can be sold, and only as a means of keeping the fan base interested until they can release civilization 7.
If this ever happens, maybe a team of modders would attempt to make a Vox populi for Civ 6, but I don't think it would be any of us, since we are still committed to making the greatest mod ever :D
 
Hello
i wanted to change united nations truns from 10 to for example 5 how i can do it? witch file i should change?
for example before this i have change xcom unite faces with marines by changing Civ5ArtDefines_Expansion2_Units.xml should i do same somthing for dicrease united nations turns ? if yes witch file?
 
Yes, you can cross water. You may even join a fort and a citadel, for a two tiles canal, nothing more. So, the maximum is water - citadel - fort - city - fort - citadel. This way you can cross an isthmus of up to 5 tiles wide. But you sure can find easier canals.
Just tested this with the current VP version, because I remember this being changed last year...this is no longer possible; now every part of the canal needs to be adjacent to a water tile, which usually restricts canals to a length of two tiles (e.g. Fort - Citadel), but in rare cases a lake will be nearby that can then be used like this:
Spoiler screenshot1 :

canal1.jpg


If there is no lake then this doesn't work:
Spoiler screenshot2 :

canal2.jpg


It is even possible to use only Forts and Citadels, apparently in an endless line (alternating them) but for them to actually be traversable by ships every tile of this line needs to have adjacent water. I'll open an issue on Github so this info is added to Civilopedia as many people won't know where to find this info.
 
To reframe what @civplayer33 deliberated above, think about it like this: When a city, fort or citadel is built, a "port" is automatically built with it, if and only if the tile is adjacent to water. The "port" allows ships to enter the land tile. Thus an inland city will have no "port" and will not have the ability of allowing naval units to share its land tile.
 
Completely new to Civ 5...really like the changes made by Vox Populi. However, it is a bit too difficult for me compared to vanilla at this time. Any tips for a knuckledragger?
 
Playing on settler...no barbarians. Had a rebellion changing governments...rebels turned into barbarians...took my only city twice ( just had 1 warrior)
 
Welcome! I suggest you read the guide on happiness first. Your city rebelled because you did not manage happiness properly.

Thank you all for the help! Subtrickt's (spelling?) comet event spawned the unhappiness.. Happened twice in two games where my only city fell. Just luck I guess.
 
My next pull request will disable all barb spawning (including rebels) if the player has selected No Barbarians.

Should be useful for new players & controlling desyncs in multiplayer.
 
Can someone help me? I need to know how serenissima bonus from venice (-30% yield penalty from puppets) works with imperialism - martial law policy (yield penalties reduced to -60% from -80%) Will puppets benefit even more? Thank you!
 
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