Little questions & answers thread

Antiquity specialists don't unlock until relatively late in the tech tree.
It's at currency irrc, so third tier. I think in most games, you won't be interested in specialists before that anyway, as the food and happiness cost harms early development. But yes, in a slow science - fast growth game, this might become a bottleneck, and not the 15 pops.
 
Im sorry, this I know is a stupid question, but ive obviously missed it. what is it that causes the end of the age, and what warning or measure do you have of how far away is it?
 
Im sorry, this I know is a stupid question, but ive obviously missed it. what is it that causes the end of the age, and what warning or measure do you have of how far away is it?
Each age has basic number of turns to last, but it's quickened by some events - reaching legacy milestones or research future tech/civic. The progress is tracked on the top left corner of the screen. It's not fully precise as 100% could mean finishing on this or next turn, but generally it's good indicator.

P.S. Also, om antiquity and exploration, crisis starts when this tracker reaches 70%
 
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I am not really getting the purpose of a town. In the sense that it seems to me that it is allways better to turn a town into a city. Am i missing something?
 
I am not really getting the purpose of a town. In the sense that it seems to me that it is allways better to turn a town into a city. Am i missing something?
Specialized towns send their food to cities, so to have strong specialist-oriented cities, you need towns supporting them. There are a lot of discussions currently about which strategy is the best and whether this system is balanced.
 
Each age has basic number of turns to last, but it's quickened by some events - reaching legacy milestones or research future tech/civic. The progress is tracked on the top left corner of the screen. It's not fully precise as 100% could mean finishing on this or next tuen, but generally it's good indicator.

P.S. Also, om antiquity and exploration, crisis starts when this tracker reaches 70%

thank you. I do feel a bit stupid now looking at it and wondering how id never noticed it.
 
I noticed I'm getting +2 policy slots when I choose an ideology (after the first turn researching the appropriate civic). I have a feeling it was added in the last patch but I can't see that mentioned anywhere. Does anyone know something more about this?
 
I noticed I'm getting +2 policy slots when I choose an ideology (after the first turn researching the appropriate civic). I have a feeling it was added in the last patch but I can't see that mentioned anywhere. Does anyone know something more about this?
That’s the bonus for being the first one to pick an ideology.
 
I just completed that victory path last night. I ended up with a squeeze on influence, having to wait a few turns in each capital to let my influence build back up. I wonder if the costs are linked to your relationship with the leader/civ? Coincidentally, the last few civs I needed to visit were super-hostile (-90). Perhaps the influence cost goes up if you have a bad relationship? Yes, I did notice differing gold costs, for different capitals.
That isn't my question. The cost is definitely based kn relation, at least the tool tip. No my observation is this.

I am hostile with Franklin. When traveling to his capital thr button is grayed out. Moising over it, it tells me I need 4000 cash but I only have 3000, so need 1000 more. I press end turn because I make 1000 a turn so will have it next turn. On the next turn I press the button to spend my 4000 required and my bank goes down to 1000 remaining. Meanjng it cost me 3000.

My suspicion is relationship affects the price but when you actually do the action it still only charges the base price. Seems like a bug. I have heard similar with building costs where it shows a discounted cost but when you purchase it charges the base cost anyway.
 
Another thing, what are the numbers about?
 

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I am not really getting the purpose of a town. In the sense that it seems to me that it is allways better to turn a town into a city. Am i missing something?
In addition to other response above, a main limiting factor is the gold to convert to a city, which encourages focusing on 1) towns with greatest production to actually build things in them, 2) towns that are in range of other towns so that all towns have somewhere to send their food.

The main reasons to build up some strong cities supported by many towns are 1) get enough specialists to get exploration science legacy points, 2) get enough specialists to max out the buildings you can afford/produce in your cities, especially in cities with wonders where you can get +4 or higher adjacencies.

Converting too many towns, especially if you cut off food supply to major cities that still need more growth, runs the risk that you get slow (eg 20-turn) production of buildings in smaller cities, preventing you from benefiting from the faster specialist growth in these cities, or that growth in major cities halts and you are getting only 10-15 yields from the buildings you can produce quickly, instead of 25+. You also risk lowering your gold per turn, down to where you can’t support the smaller cities where you might want to buy buildings.
 
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