Little questions & answers thread

I just got ground attacked by an enemy bomber (?)!! It can happen!

Edit: exactly one time, despite having no biplanes to deter further attack.
 
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I think it is because many of the Relics are only awarded the first time you convert a settlement... so if it is red, you can't reconvert it for Relics.


And a question do great people bonuses on ageless buildings last through the Age transition?
That can also depend on the belief that you choose when you first make your religion.
 
The recent discussion about annoying alerts has me wondering - since perhaps the latest patch, I’ve stopped getting the stacked alerts above the next turn button and they all now get grouped into a button I have to click on to show a list/summary. Is this everyone else’s experience?

I recall the devs explained *an* alert change as making it easier to tell when your city is under attack but for me the reverse is now true - I don’t seem to get the attack alert noise and without the little red attack alert pinging up, it’s only when I scroll past a city and notice a health bar that I’m made aware.

I miss the red alert notifications that used to appear in the stack above the next turn button - just checking people aren’t still getting them and I’ve got a bug? That kind of information doesn’t feel like something that should be hidden behind a click/menu and certainly not listed amongst generica like storm reports.
 
Do you get a "famine" notification in the form of a red shaded corn above the next turn button? I had this in one game some time ago, and posed a similar question here. I found no way out of the negative food spiral, not with resources nor with settling a town nearby that is connected. As no one could help me, and famine as a concept was nowhere to be found in the civillopedia and wiki, I assumed it is an artifact from a mechanic that was planned at some point but not included or part of a scratched crises, and I somehow found a way to trigger it nonetheless. Seem like you are having the same problem now. It's really stupid, as you have no way to reduce the food consumption (specialists cannot be removed), and increasing the food income somehow is blocked.

As negative as this inescapable situation is right now, I still think famine crises or mechanics are absolutely necessary for the game.

mine must have been war weariness related, as the minute I killed off the two countries I was fighting with, Motherwell all of a sudden had a glut of food and then the resource amounts started changing again when I added/removed resources.
 
fleet commander will pick up an army commander (which can be full!) in addition to ships. Then you can take the entire stack to the same place at once.
Anyone know if this also works for a Squad commander with the transport infantry upgrade? Teleporting an entire group of land units (including tanks & arty) would be cool!
 
I just hate that red religion indicator because it's so hard to see with my old eyes. I try to choose a religion based on an icon that isn't like other religion icons. Because sometimes it's hard to tell if a city is following my religion or an AI religion when it's red. Just get rid of the red entirely, it hurts my eyes.
 
I just hate that red religion indicator because it's so hard to see with my old eyes. I try to choose a religion based on an icon that isn't like other religion icons. Because sometimes it's hard to tell if a city is following my religion or an AI religion when it's red. Just get rid of the red entirely, it hurts my eyes.
I also can't always see it because a unit is in the way. Is there a way to see past unit without moving him?
 
I also can't always see it because a unit is in the way. Is there a way to see past unit without moving him?


Check this mod out. It took me a second to get used to it and it has its own small problems, but it fixes SO MUCH and really helps not being able to see things or click on the correct unit. It also fixes most of the issues with click-dragging around the map and accidentally getting pulled into menus, cities, etc
 
What do outdated fortification do? I find myself always building them at the end if an era when I have nothing else to do and they seem to provide some benefit but I assume it isn't full one?
 
What do outdated fortification do? I find myself always building them at the end if an era when I have nothing else to do and they seem to provide some benefit but I assume it isn't full one?
Any fortified district is harder to conquer than a district without fortifications. Ancient Walls will not slow down Tanks very much, but they are better than nothing.

I have habits from earlier civ games that I don't like having zero fortifications in a city. The better way to analyze would be: is this settlement in any danger? Probably not, from most AI players. I have sometimes had the crisis (Exploration -> Modern? can't remember) where a whole bunch of hostile IP show up, attacking multiple settlements at once. Having one set of walls, even old ones, is better than nothing.
 
Any fortified district is harder to conquer than a district without fortifications. Ancient Walls will not slow down Tanks very much, but they are better than nothing.

I have habits from earlier civ games that I don't like having zero fortifications in a city. The better way to analyze would be: is this settlement in any danger? Probably not, from most AI players. I have sometimes had the crisis (Exploration -> Modern? can't remember) where a whole bunch of hostile IP show up, attacking multiple settlements at once. Having one set of walls, even old ones, is better than nothing.

My question is, are they adding a base amount? Does it expire? Etc.
 
My question is, are they adding a base amount? Does it expire? Etc.
The defensive strength and hp of fortifications one era out of date are halved. Fortifications two eras out of date become completely useless.
 
struggling to understand exactly what a specialist does. like at the minute ive a city growth in Benbecula. One of the options for a specialist is a square who's resources read 9 14 3 3 3 12, and its got a city hall and rail yard, what will adding a specialist to that do? how do I know what tile will give me the best benefit, one thats already the most powerful, or one thats the least powerful? The square next to it has just a steel mill and only 6 production. Or am I over thinking it and they just add one science one culture no matter where you put them?
 
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struggling to understand exactly what a specialist does. like at the minute ive a city growth in Benbecula. One of the options for a specialist is a square who's resources read 9 14 3 3 3 12, and its got a city hall and rail yard, what will adding a specialist to that do? how do I know what tile will give me the best benefit, one thats already the most powerful, or one thats the least powerful? The square next to it has just a steel mill and only 6 production. Or am I over thinking it and they just add one science one culture no matter where you put them?
They add
2 science
2 culture
50% of all adjacencies in the tile
and any other effects from leader/civ/policies, etc.

So for that tile it depends on how much are the base yields and how much are adjacencies
 
what's the difference between the two different attacking options I have from a Fleet Commander. their icons are the same but the text different.

Coordinated Naval Attack. Order all naval units within command radius to attack a specified target. All unites have +2 combat strength for this attack.
Barrage land target. Order all naval units within command radius to fire upon a specified target. All unites have +2 combat strength for this attack.
 
what's the difference between the two different attacking options I have from a Fleet Commander. their icons are the same but the text different.

Coordinated Naval Attack. Order all naval units within command radius to attack a specified target. All unites have +2 combat strength for this attack.
Barrage land target. Order all naval units within command radius to fire upon a specified target. All unites have +2 combat strength for this attack.
Naval units use range attacks against land targets and melee attacks against naval targets. So, those are melee and ranged attacks.

There's a weird thing, though. Land attack from commander could be used against naval targets. It's probably bug, since without commander order naval units can't do it. But if it's a bug, it's unclear why distinguish those 2 attack types since they should differ by their target (unlike land commanders, for which ranged/melee distinguish is needed). Using the same icon clearly adds to the mess.
 
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Naval units use ranger attacks against land targets and melee attacks against naval targets. So, those are melee and ranged attacks.

There's a weird thing, though. Land attack from commander could be used against naval targets. It's probably bug, since without commander order naval units can't do it. But if it's a bug, it's unclear why distinguish those 2 attack types since they should differ by their target (unlike land commanders, for which ranged/melee distinguish is needed). Using the same icon clearly adds to the mess.
The icons really need to be revised.

In my experience, using this attack on naval units allows the enemy naval unit to fire back at the attacker.
 
struggling to understand exactly what a specialist does. like at the minute ive a city growth in Benbecula. One of the options for a specialist is a square who's resources read 9 14 3 3 3 12, and its got a city hall and rail yard, what will adding a specialist to that do? how do I know what tile will give me the best benefit, one thats already the most powerful, or one thats the least powerful? The square next to it has just a steel mill and only 6 production. Or am I over thinking it and they just add one science one culture no matter where you put them?
It shows you what the specialist will add to the tile before placement. In general, add them to the tiles they give you the best benefit to keep it simple.
 
The icons really need to be revised.

In my experience, using this attack on naval units allows the enemy naval unit to fire back at the attacker.

It can also allow a teleport through a land barrier for one unit per attack. I'm not sure the exact conditions to get it to work, but I did it twice in a row. Another commenter on here had the same thing happen.
 
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