Frequently Asked Questions

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I have some questions about the 'order of operations' that the AI uses to calculate the effects of MPs and banks:

1. Am I correct in assuming that the AI always rounds down to the next whole integer in calculating bonuses?

2. Do the 50% increases for MP and bank get applied before or after corruption effects?

3. If I build both MP and bank in a city, does the AI apply a 50% increase (rounded down) twice in succession, or do fractional amounts from the MP get included when the impact of the bank is calculated?

I am guessing that all fractional amounts get dropped prior to the next step. If so, certain gpt levels will result in waste due to rounding (ergo, gpt levels can be optimized).

Thanks
 
2. Before corruption.

3. the fractional amounts from the MP DO NOT get included when the impact of the bank is calculated.
ex. Commerce: 31 + 15.5 (50% of 31 for MP) + 15.5 (50% of 31 for Bank) = 59
Corruption is then taken out of this total.
 
Gumby78 said:
2. Before corruption.

3. the fractional amounts from the MP DO NOT get included when the impact of the bank is calculated.
ex. Commerce: 31 + 15.5 (50% of 31 for MP) + 15.5 (50% of 31 for Bank) = 59
Corruption is then taken out of this total.

Thanks Gumby, but I'm not sure I follow your math here. Wouldn't the gpt (before corruption) be 61? (IE 31+15+15)
 
I messed up on that calculation. Let me try again.

Commerce per Turn for one city:
(If the City's Base Commerce is 39 ) (50% of 39 = 19.5)
39 + 19.5 (MP) + 19.5 (Bank) = 78 commerce per turn (Note: this city has 0 corruption)

31 + 15.5(MP) + 15.5(Bank) = 62
62 - 6(number of corruption) = 56 commerce per turn for this city.

The commerce per turn will then be divided up depending on you (tax.sci.lux) rates.
 
Except Banks and MPs don't affect Commerce, just Tax.

Also The Corruption is applied first.
Corruption is applied to Commerce.
The Commerce is then divided up among tax.sci.lux
Then the effects of MP/Banks are applied to the tax, Libraries to the Science, etc.
 
Turner_727 said:
Diplomacy and Trade Questions

How do I change/stop trades after 20 turns?
  • In the trading dialog click "Active" at the bottom of the screen to view active trades. If a trade is preceded by a number that means how many turns are still left. Press "New" to return to new trades.
  • ROPs, MPPs, embargoes and Alliencesare a sort of trade cancelled the same way!
This question is very important for me.
Where can I find that "trading dialog"?
In Trade Advisor (F2) I can see what resouces I'm importing and exporting.
In Foreign Advisor (F4) I can choose an opponent and clicking on "Details" I can see trade routes (made with this opponent) and how many turns left to cancel trade route peacefully (if I want to).
In both cases I can't find any "Active" or "New".
Contacting (F4) opponent also doesn't help.
So how to cancel trade route after 20 turns?
Is it possible to cancel trade route in less than 20 turns, i.e. losing the opponent mood towards me, but not declaring war with him?
 
Contact the AI you wish to trade with, and you can see the trading dialog that way.

In PTW/C3C, you can use the 'D' key next to your Info box. Don't remember VC3. Also, in PTW you can use "Ctrl-D" and in C3C "Shift-Ctrl-D".

Welcome to the forums. And we have a Quick Answers thread for questions such as this. ;)
 
Turner_727 said:
Contact the AI you wish to trade with, and you can see the trading dialog that way.

In PTW/C3C, you can use the 'D' key next to your Info box. Don't remember VC3. Also, in PTW you can use "Ctrl-D" and in C3C "Shift-Ctrl-D".

Of course I know how to make a new trade route (just contacting AI and making deal, i.e. using SHIFT-D or Shift-Ctrl-D, or F4 & Double click).
(A little misunderstanding was because simple "Dialog" you called "Trade Dialog")

But the question is how to cancel that deal after 20 turn?

As I mentioned, contacting AI doesn't help, i.e. there is no choice like:
"cancel active trade route(s)" or "manage trade routes".

Only choices are those:

"We would like to propose a deal..."
"Grant us a loan of gold?"
"Care to trade World Maps?"
"That's it! Prepare for War!"
"That's it. Goodbye, Ragnar Lodbrok."

In my case, I'm giving to Scandinavia Horses + Incense and getting from it Spices (20-turn already passed). When contacting with Scandinavia it offers Wines and I can offer Silks (only those are shown, so no info about Horses, Incense and Spices, i.e. I can't to cancel trade route - only way I know is to declare War).

For example, I want to improve the deal to another, like this:
Horses + Incense + Silks+(maybe some gold) vs Spices+Wines+(maybe some gold).

The deal
Horses + Incense vs Spices
I don't like anymore and I want to cancel it (without War). :mad:

Thanks for helping. Waiting answer. :confused:
 
Start diplomacy and start the negotiation process. At the bottom is an option for 'Active' deals. Clicking on a deal that has past the 20 turns will switch you back to the negotiation screen where you can clear it and cancel negotiations.
 
watorrey said:
Start diplomacy and start the negotiation process. At the bottom is an option for 'Active' deals. Clicking on a deal that has past the 20 turns will switch you back to the negotiation screen where you can clear it and cancel negotiations.

Thank you very much (to Turner_727 and to watorrey), finely I foud that real "bottom" when I'm making deal.
Of course there really is "New" and "Active". :D

What a oaf I am! :lol:
 
Welcome to CFC, ziza! :band::D

concerning this one:
Is it possible to cancel trade route in less than 20 turns, i.e. losing the opponent mood towards me, but not declaring war with him?
If you're delivering a resource and the deal has still a number in brackets shown on that "active" table, you *could* get rid of it by (temporarily) pillaging all own road connections to those resources of that specific kind. That would not work if a resource is under a city center square, but you could then possibly disconnect that whole city from your trade network if you really want to abandon the deal.
This way, you would not have to declare war.
Totally different question is how to deal with a rep hit afterwards...:mischief:
 
Yes when changing a partial researched tech, you lose any beakers contributed to that tech, when you switch you start fresh, not like switching production in cities
 
How much do courthouses really decrease corruption? I think this question may have been asked already. Examples would be apprciated
 
I just started playing GOTM and I have been reading the discussions (pre and post). I lost my first GOTM 35 but it is really a lot of fun and of course I've been adicted for several years. I have seen many references to BG for the tiles and haven't seen it defined. I would guess it to be a Bonus Grass? Is that correct? And that it could be +1 grass, +2 grass, and/or +1 shield over the normal grass? I guess I'm asking if BG is more specific then just saying any and all bonuses.
 
BG = Bonus Grassland

They are exactly like regular grassland tiles (2 food, 0 shields, 0 gold), but have one extra shield (2 food, 1 shield, 0 gold). This makes them a great tile early on in the game. Have fun civving. :)
 
Great thanks, so just to be complete would any tile that has an extra shield be a bonus (grassland, BG, desert, BD, forest, BF, not sure if I've ever seen hills with extra shields but, BH).
 
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