queenpea
Emperor
It weird to me that you can raze a city, destroying all population, but dropping a nuke on it doesn’t hurt the population really at all.
Migrants work…perhapsRazed and lost seems a little harsh. Probably just the Urban tiles.
Probably; the people manning any rural tiles realize they are to far from the settlement to gain any benefit, basically living in the wilderness. So you get that many growth events to represent migration. Or, you get actual Migrants.
Migrants might be to good as you could move them to another settlement, but Migrants also prevent you from getting a few new specialists in captured cities in later ages.
It weird to me that you can raze a city, destroying all population, but dropping a nuke on it doesn’t hurt the population really at all.
Yes, they pillage them in the same way as natural disasters, so the population is bought back in a couple of clicks. Razing cities removes the districts tile by tile over a number of turns.Do nukes not pillage tiles? Pillaging reduces population.
Thus implying that the populations of our Civ VII cities are not people, but cockroaches relatively immune to radiation effects. Given how some of us treat the populations of our cities, that may be too true for comfort . . .It weird to me that you can raze a city, destroying all population, but dropping a nuke on it doesn’t hurt the population really at all.
Razed and lost seems a little harsh. Probably just the Urban tiles.
Probably; the people manning any rural tiles realize they are to far from the settlement to gain any benefit, basically living in the wilderness. So you get that many growth events to represent migration. Or, you get actual Migrants.
Migrants might be to good as you could move them to another settlement, but Migrants also prevent you from getting a few new specialists in captured cities in later ages.
Back in a couple clicks - but only once you've waited for the radioactive fallout to dissipate, which iirc is 15 turns?Yes, they pillage them in the same way as natural disasters, so the population is bought back in a couple of clicks. Razing cities removes the districts tile by tile over a number of turns.
Honestly I'm not sure, because the AI has never nuked me. I've nuked one civilization, and the population did not decrease at all in the city that I targeted. I understand some players have reported that now the city population is affected due to the pillaged tiles, similar to how natural disasters are handled. I really don't know the answer regarding how fallout is handled or cleared. Without builder units, I suppose you just wait it out.Back in a couple clicks - but only once you've waited for the radioactive fallout to dissipate, which iirc is 15 turns?
It's the lack of relationship alteration I think needs fixing about nukes, I nuked Rizal five times in the last game and he went back to being neutral not long after we made peace.
Ive built it a few times. Sovereign.Has anyone ever built the wonder "Hale o Keawe"? In my games (on sovereign or immortal, standard speed) the AI builts it mostly between turn 10 and 15 (!) although you must have the civics "piety" and "inspiration". I was never even able to start building it. Hawaii gets a 30% production bonus for it, but it comes much later in their civ-specific tree, so this bonus is completely pointless. What a weird design.
Has anyone created a chart or compiled all the info on how to start leader and nation quests? I just finished a game with Ibn Batutta and never got his quests in Exp or Mod.
The box shows those are considered out of range for you. Is that city even connected to your trade network?I have two trade routes available with Isabella, as seen in the red highlighted box. Why can't I make a trade route connection between my town here and Athens?
The box shows those are considered out of range for you. Is that city even connected to your trade network?
Not really. What they said was that your current suzerained CS will always start as an IP with a friendly status in the next age.Another question, wasn't there a patch (1.0.1, I believe) where they said any independent power you suzerained from the last age would carry-over to the next age?
Yes, I've observed that happening. The new IP is in almost the same hex.Not really. What they said was that your current suzerained CS will always start as an IP with a friendly status in the next age.