Little questions & answers thread

Is there mean to be some kind of flavouring text when you civ switch between ages? I went from Egypt → Abbasid and I didn't get a bit of text explaining how the new dominant culture in my empire arose. Is that supposed to be the case?

Yeah I was wondering about that. I could have sworn that in previews, there was some kind of link, e.g. 'The fringes of your empire are becoming more nomadic, and riding more and more. Now they have become the main power, as Mongolia'.

I see the 'X is from the same continent' messages, but that's all.
 
Is there mean to be some kind of flavouring text when you civ switch between ages? I went from Egypt → Abbasid and I didn't get a bit of text explaining how the new dominant culture in my empire arose. Is that supposed to be the case?
When you unlock a civ during gameplay, a little tab will pop up with that flavour text - is that what you're thinking of? It won't show up if a civ is automatically unlocked by your current civ/leader choice, I assume egypt>abassids is a default unlock.
 
When you unlock a civ during gameplay, a little tab will pop up with that flavour text - is that what you're thinking of? It won't show up if a civ is automatically unlocked by your current civ/leader choice, I assume egypt>abassids is a default unlock.

What flavour text? I see a notification but no flavour text.
 
What flavour text? I see a notification but no flavour text.
Hm yeah now I think about it, I'm not sure I remember there always being text on those in-game anymore even though the previews definitely did. I'd need to double check to be sure though.
 
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So what happened? Did I imagine what I saw, is this a bug, or did it get removed?
I also think I saw narratives for the transition at some point. It seems that this was removed shortly before release for some reason. Potentially, they had only texts for few specific transitions and found this inconsistent?
 
Does anyone know if there's a way to keep the journal checked by default? I mean, if you go to the screen where you can track your progress in the four victory paths, and you click on "track" in each tab, then when you go back to the main screen there's a text overlay on the left side under a "Journal" heading that shows what you have to do to earn points in each of the four categories. But every time I finish a task there I have to go back into that screen and click to track the next task in that victory condition. I'd like to have it all tracked by default. Is there a way to do that? Or a mod that enables that? I haven't been able to find one on my own.
 
What flavour text? I see a notification but no flavour text.
The very same notification window comes with some flavor text at the top:

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The Leadership track for Army Commander promotions, what does the first node do? The "5% yields if stationed in district". I'm not sure that feature is even actually implemented in the game.
 
two questions that sort of contradict each other. is there any real downside to making too many towns into cities? Ive got tons of cash but it seems a better use of my money to turn them into cities and then use production to make things than spend large amounts in the modern age on ports and stuff.

and on the other hand, is there any real downside to leaving all the towns I have on growth? I dont want to choose the wrong option and have them stuck for the whole age so tend to leave them on growth.
 
If there's enough land for the settlement to make plenty of urban districts, then yes it makes more sense to convert the settlement from a town to a city. Not just so it can use production to build out stuff, but also to get access to city-only buildings.

Some towns won't get much land to work with though, either because it's surrounded by lots of water or other terrain that's not viable for urban districts, or it's in a position where it can't fully expand. In which case it's usually better to leave such settlements as towns and use the most appropriate focus for them. There's not a huge downside to leaving a town on growth, but imo the Trade Outpost (+happiness) and Hub Town (+influence) focuses are very good to have. When a town's expanded to the resources I'm interested in, I usually flip them to either of those foci.
 
If there's enough land for the settlement to make plenty of urban districts, then yes it makes more sense to convert the settlement from a town to a city. Not just so it can use production to build out stuff, but also to get access to city-only buildings.

Some towns won't get much land to work with though, either because it's surrounded by lots of water or other terrain that's not viable for urban districts, or it's in a position where it can't fully expand. In which case it's usually better to leave such settlements as towns and use the most appropriate focus for them. There's not a huge downside to leaving a town on growth, but imo the Trade Outpost (+happiness) and Hub Town (+influence) focuses are very good to have. When a town's expanded to the resources I'm interested in, I usually flip them to either of those foci.
THIS ^^ I'm trying to train myself to look at the map. If a town doesn't have good tiles to work, then leave it a town. In Exploration, I often end up with some island towns and coastal towns. They are likely to stay towns, or specialized into Fishing Towns. An exception would be if I think that I might need some units as reinforcements in war, so this or that town might be able to use its production directly, rather than purchasing the units with gold.

In contrast, when an inland town has some hexes for building an aerodrome, factory & rail station, or a unique quarter, yes, it's probably worthwhile to convert it to a city. If my ratio of cities: towns becomes closer to 1:1 or tips in favor of cities, then I need to accept that my cities just won't grow as fast. The newly converted cities will have claimed their hexes earlier, when they were towns.
 
and on the other hand, is there any real downside to leaving all the towns I have on growth? I dont want to choose the wrong option and have them stuck for the whole age so tend to leave them on growth.
wrt this, keeping them on growth the whole time isn't a good idea - they won't be sending food to grow cities and you won't be getting the benefits of specialisations.

I usually plan ahead for how I'm going to specialise a town, most of the time I'll make them farming or fishing towns (I like a tall playstyle with few cities but lots of towns supporting them) so I'll find spots with lots of flat, farmable land or coast respectively. It can be a bit annoying when you later could do with a different specialisation (I wish you could pay a large amount of money to switch again or smth), but that's not very common - either way you'll have fulfilled their other purpose and been sending food to cities
 
Here's a weird one.
I'm attacking an enemy airport, in a city whose defenses have been eliminated. The airport still give the green sheen when targeting by air, but not the city center. There are both the enemy aerodrome commander and a air squadron commander, as well as one enemy plane, on the airport hex.

I am unable to attack the airport by air (no effect, planes do not loose move after clicking on the site). Same with land units (tank), they refuse to move onto target. The city center is occupied, as well as the other city hexes except the airport, and the city color does not change. Stalemate, no change next turn.
I move artillery into range, and lo and behold, shelling shows effect on the enemy airsquad leader. Continue until he is eliminated, and NOW, the tank is able to move in and the city changes hands.
Anyone seen anything like this?
 
Here's a weird one.
I'm attacking an enemy airport, in a city whose defenses have been eliminated. The airport still give the green sheen when targeting by air, but not the city center. There are both the enemy aerodrome commander and a air squadron commander, as well as one enemy plane, on the airport hex.

I am unable to attack the airport by air (no effect, planes do not loose move after clicking on the site). Same with land units (tank), they refuse to move onto target. The city center is occupied, as well as the other city hexes except the airport, and the city color does not change. Stalemate, no change next turn.
I move artillery into range, and lo and behold, shelling shows effect on the enemy airsquad leader. Continue until he is eliminated, and NOW, the tank is able to move in and the city changes hands.
Anyone seen anything like this?

Yes, it happened to me before patch 1.1.0. I could still see the aerodrome commander icon. This was in the enemy's capital city, obviously during modern era. I had taken the cities around the capital, so it was very easy to tell which tiles belonged to the remaining city. In desperation and annoyance I put a ground military unit in every hex - rural, district, quarter, or unimproved - that belonged to the city and I was never able to capture it. I moved them all around to try to get it to trigger. I'm certain it was related to the aerodrome.

Did you have any splash damage promotions on a commander in range of the artillery? This was one thing I didn't try.
 
two questions that sort of contradict each other. is there any real downside to making too many towns into cities? Ive got tons of cash but it seems a better use of my money to turn them into cities and then use production to make things than spend large amounts in the modern age on ports and stuff.

and on the other hand, is there any real downside to leaving all the towns I have on growth? I dont want to choose the wrong option and have them stuck for the whole age so tend to leave them on growth.
You can change back to growth, you just can't pick another option.
 
Did you have any splash damage promotions on a commander in range of the artillery?
No, and the artillery was not under commander control. But this was after the 1.1.1 patch. The other city hexes were not a problem, got the "district captured" pop up etc. But as long as the squadron commander was intact, I couldn't touch the airfield with anything but the ground artillery. Once the commander was killed, all behaved normally, the city changed color.
 
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