Little questions & answers thread

At a certain point i have (example) a library and a academy together in a spot. If i want to built a universaty, there is an option (most of the times the best option science wise) to built it on the library and academy. If i choose that spot, one of the other buildings seems to dissapear. What's up with that?
Well obsolete buildings are replaced with newer ones so If your Library got replaced by University that is intended,it's called overbuilding. Or do you mean the other building also inexplicably disappeared?
Also the obsolete buildings lose almost all of their yields (adjacencies, slots, counting as a quarter, etc.) only leaving some small base yield* and a maintenance cost
Since an Urban district can have only two buildings it makes sense to remove a useless one to make room for a useful one.

*The library does still produce a tiny amount of science, but not much.
 
Hmm, interesting. So I've no way to predict where Rubber will actually spawn, but it does spawn on Forests and Rainforests. Therefore, my best chances at getting Rubber would be to work as many Forest or Rainforests tiles as possible. That sound about right?
That's where I'm not sure. I've seen new Resources appear where there was previously a Resource with an Improvement. But I don't recall seeing a new Resource appear where there were an Improvement without a Resource.
 
Some of the abilities/effect give "All buildings" certain adjacency bonuses (ie Prussia with Production and Nav Rivers)
Do Walls, Bridges, and Warehouses get those?
 
Has anyone had a bug wih Chola not being able to put both unique buildings in the same quarter? Maybe it's just my game that's bugged. Haven't had any issues with other civ's unique quarters.
 
Has anyone had a bug wih Chola not being able to put both unique buildings in the same quarter? Maybe it's just my game that's bugged. Haven't had any issues with other civ's unique quarters.
Sometimes the UB each have different requirements... one of the Chola UB has to be next to a Coast Tile, the other doesn't need to.
 
Has anyone had a bug wih Chola not being able to put both unique buildings in the same quarter? Maybe it's just my game that's bugged. Haven't had any issues with other civ's unique quarters.
Is it adjacent to Coast?
 
Yeah must be the coast thing. I'm too lazy to read the entire thing it seems.
 
I keep reading about 'zone of control' and how some units ignore it. What is zone of control and how does it work?
 
I keep reading about 'zone of control' and how some units ignore it. What is zone of control and how does it work?
In wargames (both computer and board game variety), typically a unit exerts a “zone-of-control” around it, which limits enemy units’ ability to maneuver around the unit. A unit exerts the zone into every one of the hexes adjacent to it.

Usually a unit can enter from outside the zone-of-control into the zone-of-control, but cannot shift from one hex in the zone-of-control to an adjacent hex in the zone-of-control. This means that a unit cannot easily shift around a unit. The unit blocks not only its own hex, but also blocks movement through any hex next to the unit.

Cavalry or Armor units which ignore zone-of-control can slip right pass an enemy unit, allowing them to easily get behind them giving flanking bonuses, or slip past to attack more vulnerable units such as artillery or commanders.
 
Can I place a building in a tile that is
adjacent to a Wonder,
but
not adjacent to another building?

Also,
If I have an Urban District with just 1 obsolete building, will putting a new building in overbuild it or would that only happen when the district is full?
I have not had a particular instance where I could try it myself but in the list of things the game doesn't tell you thread it says as long as the wonder is connected to a district you can place a building next to it as if it was a district.

If a district has only one building, even one which is obsolete, the new building will fill the empty slot so you will only overbuild if the district is full.
 
So I conquered an AI built town with me playing as Spain, but they built their fishing quay on a lake. I didn't notice the bad placement before I took the town, now my treasure fleets are spawning in a lake. Is there any fix for this? I tried converting it to a city and building a shipyard on the coast, but the treasure fleets still spawn on a lake. That's the danger of poor AI placement towns I suppose.
 
So I conquered an AI built town with me playing as Spain, but they built their fishing quay on a lake. I didn't notice the bad placement before I took the town, now my treasure fleets are spawning in a lake. Is there any fix for this? I tried converting it to a city and building a shipyard on the coast, but the treasure fleets still spawn on a lake. That's the danger of poor AI placement towns I suppose.
If you’re lucky and the town is on the edge of both the lake and the ocean (i.e., if it’s just a one-hex strip of land), you should be able to take the treasure fleets directly through the town hex itself . If there are multiple hexes on either side I think you’re probably out of luck.
 
My anecdotal experience is that some wonders extend district adjacency and some don't. Without having specifically tested it, I would speculate that it is possibly those wonders that are required to be adjacent to a district that extend district adjacency, and those wonders that can be placed anywhere don't.
 
Has the green on the highlighted tile always been here? This is the first time I have noticed it.

1740784125527.jpeg


same for these golden highlight boxes on the resource screen, I've never seen these. I have no mods installed, I feel like I'm losing my mind.

1740784429017.jpeg

and this trail with animating arrows? How could I have been missing this?

1740784600301.jpeg
 
Last edited:
is there a way to update all units in an army?
 
Back
Top Bottom