Little questions & answers thread

What was the mod that added button to UI to examine all unlock requirements of civilizations? I lost that one.
 
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.
I noticed this too. It seems like it lets you do a melee attack against any ship in ranged attack range.

Feels like a bug, but also so hard to crack ships with only melee ranged attacks, especially on rivers.

Forcing melee also makes CS so important for ships, since attacking against +10, even with superior numbers, still hurts.
 
What was the mod that added button to UI to examine all unlock requirements of civilizations? I lost that one.
Isn't that a feature in the game already? Unless you mean one to show those details in the main menu?
 
I noticed this too. It seems like it lets you do a melee attack against any ship in ranged attack range.

Feels like a bug, but also so hard to crack ships with only melee ranged attacks, especially on rivers.

Forcing melee also makes CS so important for ships, since attacking against +10, even with superior numbers, still hurts.

I believe ship melee combat damage is currently bugged. I love having a big navy and I've done a lot of naval combat. Often, ships with even 10 or 15 more CS than what they are attacking will take more damage than the ship they attacked.
 
Isn't that a feature in the game already? Unless you mean one to show those details in the main menu?
The game (as designed) allows you to play a subset of the total civs in the next age.

Some are unlocked by your choice of leader. Some are unlocked by the civ you're playing in the current age.
Some can be unlocked by doing things in gameplay in the current age, such as training two Fleet commanders, building walls, or improving horses.

The mod unlocks all of the civs in the next age, so that you can maximize your choices. I don't have that mod yet.
So far, I like seeing how many (usually about 5-6) are available, based on how I played.
 
Isn't that a feature in the game already? Unless you mean one to show those details in the main menu?
Then I did not loose a mod, but I seem to have forgotten how to do that. :cry:
I still don't how to check Bulgaria unlock requirements in game at when playing turn 33.

Screenshot of the view I am looking for. Screenshot is borrowed from "unlock all civs" -mod, so it says "no requirements" for every exploration civ.
I have no idea where to access that "player unlocks" menu view.
 
Then I did not loose a mod, but I seem to have forgotten how to do that. :cry:
I still don't how to check Bulgaria unlock requirements in game at when playing turn 33.

Screenshot of the view I am looking for. Screenshot is borrowed from "unlock all civs" -mod, so it says "no requirements" for every exploration civ.
I have no idea where to access that "player unlocks" menu view.
It should be along the top bar, alongside the great works, religion, policies, etc buttons - it's the last one on the right. Tbf I'm still not v good at remembering which of those buttons does what :P
1000017910.png


Iirc Bulgaria's unlock is to have three altars
 
It should be along the top bar, alongside the great works, religion, policies, etc buttons - it's the last one on the right. Tbf I'm still not v good at remembering which of those buttons does what :P
View attachment 728904

Iirc Bulgaria's unlock is to have three altars
That lock icon is exactly what I am missing atm. I kind of recalled it was mod that gave it and not part of vanilla game.

For testing I started new game without any mods and was not there.

I removed all mods from current game and was not there.

Only explanation I can think of conflict with current mods making it invisible for current game AND it is not immediately (by turn 3) in full vanilla game.

P.s. I can check unlocks from internet, so 3 altars it is, but still where is my lock icon? :cry:
 
That lock icon should be there. It's part of the game. Perhaps try to verfiy your game files after disabling all mods?
 
That lock icon should be there. It's part of the game. Perhaps try to verfiy your game files after disabling all mods?
I tried that. Had time to play 10 turns some random game and no lock icon. But sure by that time I did not manage to actually unlock anything. If trigger is unlocking something.

Before that I played 50 turms with only few mods and unlocked civilizations. No lock icon.

Would help me to know if people see this already at turn 2 on unmodded game. Or does it trigger later…

Editing: I do not know what happened. Maybe the full reset of game. But there it is now with all my mods too:
1744544863217.png
 
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So status with caputuring and razing cities/towns?
- Earlier comments this thread suggested that loosing your own settlement and recapturing it does not allow raze and maybe forces you go over settlement limit.
- Today I captured city founded by Himiko from Pachacuti and I cannot raze forcing me over the limit.
- Game does not have feature to return settlement to Himiko? Also discussed earlier I believe.

I guess it is time for bug report...If this is not bug it is extremely dumb
 
So status with caputuring and razing cities/towns?
- Earlier comments this thread suggested that loosing your own settlement and recapturing it does not allow raze and maybe forces you go over settlement limit.
- Today I captured city founded by Himiko from Pachacuti and I cannot raze forcing me over the limit.
- Game does not have feature to return settlement to Himiko? Also discussed earlier I believe.

I guess it is time for bug report...If this is not bug it is extremely dumb

Could it have been the holy city for Himiko's religion? Those cannot be razed. When it happened to me I was pissed because I really wanted it gone, and the raze box is just grayed out and doesn't tell you anything. I needed to be settling/conquering distant lands. In the end it turned out to be a good city though.
 
Could it have been the holy city for Himiko's religion? Those cannot be razed. When it happened to me I was pissed because I really wanted it gone, and the raze box is just grayed out and doesn't tell you anything. I needed to be settling/conquering distant lands. In the end it turned out to be a good city though.
Ah. You are correct! I have seen this earlier I think, but forgot it.
Town is holy city for religion founded by Pachacuti and holy cities can not be razed. I have no idea how it ended as Holy city for Pachacuti, but that it is now.
 
Once the first Leader, AI or player, completes a step in a legacy path the age progression happens. Any other leader reaching that legacy point does not cause age progression.

Thanks! This is correct.

After some more experience paying attention to this I just want to add a couple warnings:

1. Age progression can happen right away for your turn (with codexes for example), so you won't see it change after you click through the popups showing you reached a milestone.

2. In the age progression progress screen, you can see progress dip down below a certain amount even if the max milestone for that path was already achieved. For example, it might show you have 17/20 resources, so it might seem like if you get 3 more you hit age progression, but you could have forgotten you already hit and lost resources somehow, or a different civ hit and lost resources. There's a line of text that tracks the progression in regards to points that move the age in the rankings screen.
 
Here's a question: If the game's going to give me constant notifications like "Hey, listen! The AI is ahead of you on science 10 turns into the age!" or "Did you know you have money?", could we maybe get a notification for when one of our cities has the plague? Especially if it's killing a stationed commander?
 
Yeah, the notification priorities are out of whack. I thought Patch 2 was supposed to reinforce Disaster notifications but I just found a city with a broken plantation due to flood and IDK how long it's been like that.

I might have a Scout or Commander out in the world healing. A barb Slinger is able to kill them because I got no notification they got attacked.
 
Yes, if you don’t research Military Training in Antiquity, you won’t unlock Flanking in Exp and Mod. The tech tree in these mods is strict—no research means no access to the linked mechanics or bonuses. So, skipping Military Training directly blocks Flanking, no matter how far you progress elsewhere.
If you don't research Military Training in Antiquity to unlock Flanking does that mean you don't get Flanking in Exp and Mod?
 
Is it possible for the game to run out of artifacts in modern? I tried playing a culture win and at some point new arrifacts stopped appearing.
 
Is it possible for the game to run out of artifacts in modern? I tried playing a culture win and at some point new arrifacts stopped appearing.
Yes, there's only a set number of available artefacts that can be dug up. To get the culture win you need to be quick in getting to the dig sites before everyone else.
 
Yes, there's only a set number of available artefacts that can be dug up. To get the culture win you need to be quick in getting to the dig sites before everyone else.

Thanks, so then it's possible to end up in a situation where nobody can win a culture victory because the artefacts are too spread around? I've got that right?
 
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