Little questions & answers thread

I really don't understand building placement in this game.
So the game shows you where you can place a building, but i don't understand why you can't place it any where in the city area.
In the pic you can see areas inside the city area where you can put a building and areas where you can't.
So why can't place building anywhere inside the city limits?
 

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I really don't understand building placement in this game.
So the game shows you where you can place a building, but i don't understand why you can't place it any where in the city area.
In the pic you can see areas inside the city area where you can put a building and areas where you can't.
So why can't place building anywhere inside the city limits?

They have to connect through your other urban tiles. So you have to always essentially build out from the city centre.
 
I really don't understand building placement in this game.
So the game shows you where you can place a building, but i don't understand why you can't place it any where in the city area.
In the pic you can see areas inside the city area where you can put a building and areas where you can't.
So why can't place building anywhere inside the city limits?
You can only place a new urban district next to an existing urban district. I imagine it’s supposed to represent urban sprawl. You have to plan accordingly and essentially make a path of urban districts to get where you want to build. Wonders can count as urban districts for this purpose too, I believe.

Rural districts do not have this restriction.
 
So, I have a Town directly on the coast and I want to buy a Quadrireme there but it tells me I have "no suitable location to spawn this unit". What am I missing here?
You may already have a unit in the town. This game doesn't just pop out the unit in an adjacent tile. The tile must be empty.

I hope this behaviour is changed, or at least the message is changed to explain the actual reason.
 
Fishing Quay, or some other coastal improvement like a Harbor if your further than Antiquity.
This indeed resolved the issue. Having to build a FQ to buy a Quad just does not make sense to me intuitively. That's like having to build a Granary to train an Archer etc. Unless there's something getting lost in translation but a FQ is a wholly civil building, no?
 
This indeed resolved the issue. Having to build a FQ to buy a Quad just does not make sense to me intuitively. That's like having to build a Granary to train an Archer etc. Unless there's something getting lost in translation but a FQ is a wholly civil building, no?
You just need some wooden structure to attach the boat to, be it civil or military.
 
Regarding the city banner bug, you can still get into the city screen by clicking on the settlement tile.
This indeed resolved the issue. Having to build a FQ to buy a Quad just does not make sense to me intuitively. That's like having to build a Granary to train an Archer etc. Unless there's something getting lost in translation but a FQ is a wholly civil building, no?
As mentioned above, it’s most likely that you had another unit blocking the spawn point (ie, settlement center).
 
QUESTIONS:

Torres del Paine (natural wonder) says any land unit that moves next to it can ignore rough terrain for the rest of the game.

1) Does this apply to units in an army (following a commander)?
2) Is there any indication of this in the UI? Previous games would list it as an ability on the unit. I don't see that here.
 
So, I have a Town directly on the coast and I want to buy a Quadrireme there but it tells me I have "no suitable location to spawn this unit". What am I missing here?
Have you built a Fishing Quay or Shipyard or Wharf in the town? Maybe see if having a naval deploy point might help.

Edit: my bad didn't see this was answered about fifty times already :crazyeye:
 
I was trying to place the Walter White tower in the tile just to west of the only tile it says I can place it in. The only restriction according to the game is that it must next to a city hall as you can see in the image. The tile I wanted has the alter and amphi so both can be overbuilt. Both tiles are flood plains so no difference there. I looked at other cities and it looks like the game only wanted it to replace unique improvements. I think its bugged unless there is something I'm not seeing or not aware of. Anybody else deal with this?

Spoiler Pic :

civ7whitetowerplace.jpg

 
I was trying to place the Walter White tower in the tile just to west of the only tile it says I can place it in. The only restriction according to the game is that it must next to a city hall as you can see in the image. The tile I wanted has the alter and amphi so both can be overbuilt. Both tiles are flood plains so no difference there. I looked at other cities and it looks like the game only wanted it to replace unique improvements. I think its bugged unless there is something I'm not seeing or not aware of. Anybody else deal with this?

Spoiler Pic :
Wonders don't overbuild on urban tiles. The UI is still considered a rural tile so you can build on top of it.
 
Is there a way to gift a city to someone?
I'm at war with Fred the Obtuse, which has been really weird, him and Pach the Cutie keep allying themselves which drags one back into the war, then one sues for Peace and leaves war, only to be dragged back in when they re-ally. (eyeroll)

Anyways, at one point he got one of Confucious' cities in a Peace Deal. Now the Obtuse is offering it to me in a Peace Deal. It's the only city he will accept as part of the deal. It's border locked away from my empire by his and Confucius. It's just going to make - Relations with both if I take it but I'd like to take it and give it back to Con (of course that COULD be a bad idea).

Anyone know how?
 
What an I missing in terms of explorers? The game always seems to give a cryptic message about further research for antiquity artifacts. What do I need and should there be exploration age artifacts?
 
What an I missing in terms of explorers? The game always seems to give a cryptic message about further research for antiquity artifacts. What do I need and should there be exploration age artifacts?

The game tells you. You need to research hemegony and then research at a museum again. Now you will see artifacts from all ages.
 
There are Exploration Age and Antiquity Age artifacts. Once you have an Explorer, move him onto one of your Universities or Museums and an option for him to study Exploration Age will become available. That will show you all of the Exploration Age artifacts.

Then go and research Hegemony. After that move an Explorer back to a Museum/University and he can study for Antiquity Age artifacts.
 
So... never better served than by oneself, I've tried the Grocers with yields on.
Spoiler Lot's of images :

It doesn't add up, hence my question.

Here, the Grocer gives 4 (base) +3 (Expansionist Attribute Point) +8 (Improvements) = 15 -> nothing for uncultivated rural tiles, while there are a lot of them.
View attachment 721027
There, the Grocer gives 4 (base) +3 (Expansionist Attribute Point) +8 (Improvements) = 15 -> +3 for uncultivated rural tiles, while the only ones left are for Woodcutters and Mines (the orange is for tiles of neighboring settlements).
View attachment 721028

First, Hastings.
With the listed Improvements, the Grocer gives 4 (base) +3 (Expansionist Attribute Point) +9 (Improvements) = 16, so now (with one more Farm and one more unimproved Flat Plains Wet tile), it gives 1 more point at 17.
1740270625637.png

After purchasing it...
The Fishing Boat on the Reef doesn't get the bonus (I've tested on another Settlement with more Coastal Fishing Boat, and that's definitively the differiencing factor for Fishing Boats), and the Coffee Plantation, the Tobacco Plantation and the new Farm get +2 (the three are Improvements gained during the age transition because of the appearance of the new Resources, and the Farm that I've added myself). The Farm with Science was a Gypsum Mine in the previous era, there might be a bug with the yields here.
Fun fact, -1 +3 does not add up to the +1 that I was trying to explain, but is actually +2...
We can also see +1 Food on all unimproved tiles, but these yields are still unimproved, unworked and not gained, and the actual Woodcutter and Mine have no more Food than without the Grocer.
1740271603939.png


So, now Ostia.
(Why did I choose a Settlement with so add borders as an example?)
With the listed Improvements, the Grocer gives 4 (base) +3 (Expansionist Attribute Point) +8 (Improvements) = 15 -> it still gives 3 more point at 18 (this Settlement has not changed since last post).
1740272739996.png

After purchasing it...
There are Reef again under the Fishing Boat in the Lake, and its Food has not changed. But all 4 Farms have got +2, and only one of them (south-west of the Town Hall) is new in this age. -1 +4 = here we have the +3 I was searching for.
1740272465303.png


Last one, Colcestre.
Colcestre gained the Orange Plantation with the new age, and has since expanded all the way to the Gold (Mine, Woodcutter, Gold Mine).
6 Improvements boosted by the Gorcer, +4 (base) + 3 (Expansionist) = 13 vs the 15 announced.
1740273239090.png

And... we got once more time one more point than announced, with all the new tiles except the Gold Mine gaining one more than expected.
Here we can see that the unimproved Reef doesn't get +1 either.
1740273566758.png


So... what if the "uncultivated rural tiles" were intended to be all the land rural Improvements, whatever their type (except Fishing Boats), that are not on top of a Resource, but there is a bug that check the presence or not of the Resource with the Exploration age state?
Plus, no bonus whatsoever for Reefs.
 
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