Little questions & answers thread

Yes, that’s how iron should work. There’s no page or indication on the unit icon AFICT that you can look at to see the buffs, bizarrely (same if you get buffs on a commander - nothing). The only way you can see them that I know of is to select the unit and then hover over a hostile unit and look at the combat preview.
Hope they add that. Had a scout walk by the Torres del Paine and nothing to indicate the movement buff after
 
Please excuse me if this has been answered earlier in this thread:

Is there a way to stop foreign explorers? I can occupy a spot and my museums with my own explorers, but that doesn’t really check out when you have many museums. I moved units on top of foreign explorers while at war, but I saw no button to attack or dissolve their unit.
 
Please excuse me if this has been answered earlier in this thread:

Is there a way to stop foreign explorers? I can occupy a spot and my museums with my own explorers, but that doesn’t really check out when you have many museums. I moved units on top of foreign explorers while at war, but I saw no button to attack or dissolve their unit.
Not that I have found so far, other than digging first.
 
Is there any benefit of having, for example, two science buildings on one urban tile or it doesn't matter? I know that some civs can form a unique quarter by building both of their unique buildings together, but does it matter for normal buildings?
 
Is there any benefit of having, for example, two science buildings on one urban tile or it doesn't matter? I know that some civs can form a unique quarter by building both of their unique buildings together, but does it matter for normal buildings?
They share the same adjacencies, so that's better than nothing
 
(1) Is there some Interface which shows me all currently active traderoutes? And where do I find it?

(2) After having deciding for a specific suzerain-bonus, where can I find a specific explanation of what it does? I know the bonus is explained, the moment I am choosing it, but once I loaded the savegame I have forgotten what "Gemstones" signify and the civilopedia has no entry for it ...
 
Is there a way to stop foreign explorers? I can occupy a spot and my museums with my own explorers, but that doesn’t really check out when you have many museums. I moved units on top of foreign explorers while at war, but I saw no button to attack or dissolve their unit.
Nope, nor foreign Missionaries neither.
 
Do building with special abilities, like the ancient era Bath, which says "Antiquity Food Building: 10% Growth Rate," lose those abilities during era transitions?

(My guess is that they do, along with their adjacency bonuses)

EDIT: They do not. Well the bath specifically didn't in my game. Assuming its the same for all buildings given the antiquity or exploration label.
 
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Thanks for your responses.


Is there an enemt unit on that tile? Say a hostile IP unit for instance? Then you can't.

I believe you only need an urban tile of some sort on the sea tiles.

Towns cannot buy certain building types.

There was no enemy on that tile.

1. Unique improvements are placed on top of normal improvements. Put a farm down on that tile and you should be good to go.
2. Build Port-type buildings on the coast. Not sure which ones do this - Maybe just the Fishing Quay since that starts the treasure fleets going.
3. Towns can only have Warehouse, Religious, and Fortification buildings bought in them (unless you’re Rome, then you can get Culture buildings too)
4. I think so, someone said maybe 5 pop, but I haven’t tested it

In addition to what others said above: They each take up a full tile, so if you have a large city that might be an issue. The “connected” status for RRs seems kind of bugged: I had to get merchants to build roads first in a bunch of my settlements (which had been adjacent and connected by roads the whole game) in order for the RRs to work and unlock Factories.

I guess I missed the part where they said unique improvements (in this case a building) can only be placed on top of rural districts, and can't just be placed next to the city center.
 
anyone know if you can build over a Potkop in future ages? (Mississippi UI)
 
That's odd, I was under the impression all UI are inherently Ageless and therefore cannot be overbuilt. Or maybe it kicks in in later Ages when you can't actually place them again anymore. Did it refund 1 Pop or 2 Pop?
 
On that topic, is there effectively no penalty for converting rural district to urban? I just did it and it seems I was immediately prompted with the grow city interface, so the pop was refunded to be reassigned…
 
That's odd, I was under the impression all UI are inherently Ageless and therefore cannot be overbuilt. Or maybe it kicks in in later Ages when you can't actually place them again anymore. Did it refund 1 Pop or 2 Pop?
I think Unique Improvements are still rural districts, so they can always be replaced with an urban district, but a future Unique Improvement wouldn’t be able to override it.
 
- When and why would I want to upgrade a Town to a City?
- Are strategic resources now only there to provide buffs? So the lack of a certain resource will never prevent you from creating a unit (i.e. iron->swordsman or oil->tank)?
 
I have Bronze Working which indicates I should be able to train an Archer (presumably without a barracks or a sawmill). I can train a spearman or a Hul'Che (slinger). Why won't it show in the build list?
 
Couldn't find a thread for thread for a "little" complaints so I'll post it here.
AI aggressively settles multiple times right up in my face in suboptimal locations
...also...
-1 war support in present and all future wars for razing a city
...also...
Cap on # of cities/settlements
 
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