Little questions & answers thread

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.
Migrants work…perhaps
lose tiles…including all buildings/Wonders/improvements
and Migrants equal to the specialists plus rural tiles that were abandoned.
 
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.
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 . . .

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.

In the Razed/Moved City conundrum, let's take a look at the classic Historic Example:

Babylon

OR, Baghdad, Ctesiphon, Seleucia.

ALL of those cities were built within spitting distance of the place where the Tigris and Euphrates Rivers come closest together: the 'sweet spot' for any city in the region to take best advantage of the trade, irrigation and other bonuses from both rivers.

BUT none of them were built in exactly the same place.

First, to use Civ VII terms, Babylon was founded as a 'town' or settlement sometime around 2200 BCE, and took about 500 years to become a City (State).
The city-site is about 80 km south of modern Baghdad on the banks of the Euphrates River and had canals linking it with the Tigris River to the east.

Seleucia was built as the capital of the Seleucid (Alexandrian Successor) State on the Tigris River around 305 BCE, and Seleucus, the Emperor, forcibly moved the remaining population of Babylon (except for a few priests) to the new city

Ctesiphon was built as a capital of the Parthian and later Sassanid (Persian) Empires about 35 km southeast of Baghdad.

And Baghdad was another purpose-built city to be the capital of the Abbasid Caliphate, started in 762 CE. It, by the way, was Razed by the Mongols in 1258 CE, who destroyed most of the buildings, broke up the canal/irrigation system and massacred almost the entire population. The fact that it is today one of the largest cities in the middle east is another indication that a good city site is Too Good To Waste, whatever the political leaders think.

All of which means that 4 different capitals were built within less than 100 km of each other, and despite numerous razings and defeats and political changes the site has remained occupied by an urban settlement for over 4000 years.

So, what's the lesson in Game Terms?

You can 'move' a city center up to, say, 2 tiles in any direction (depending on what ground scale we think each tile represents). The new City Center will include any old Urban and Rural tiles still within its radius and legally placed (within 3 tiles from City Center, Urban tiles connected to City Center by other Urban tiles). Any tiles left outside of the city radius will revert/decay into 'raw' tiles - BUT they (or just the old City Center and Urban Tiles) will provide Antiquarian Relics later on, since all of the Pre-Baghdad examples are now archeological sites.

Razing should get a bit more 'complicated'.

When 'Razing' a settlement you have two options:

You can remove some of the population (Up to 50 or 75%?), which become Migrants that can be moved to other settlements. This costs Influence, representing the fact that other peoples may regard this as Cruel and Heartless

OR you can choose to completely flatten the place (the Mongolian Option) which also removes all population and destroys all tile improvements, rural and urban. This is similar to the current model in that it also comes with serious Penalties in future War Weariness.

Just suggestion to provide something closer to the 'Historic Options' and more decision-options to the gamer.
 
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.
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.
 
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.
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.
 
Anyone else experiencing an issue where city production menus won't open with the latest update? I only have a couple mods but unsure if those are causing it or not
Edit: Disabled a couple n seems to work fine again!
 
I am 75% of the way thru Exploration Age with Ibn Battuta and have not gotten a quest yet. Does anyone know what triggers his quest?

I got the Mongolian quest, just not the leader quest.
 
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 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.
Ive built it a few times. Sovereign.
 
With 1.2 in exploration, I have noticed that I keep getting alerts about distant land settlements that have "potential" T-resources and need a place to build a ship - but in landlocked locations!
 
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.

I would also be interested in this. I don't always get quests or I get the wrong one that I am shooting for and I would like to know if it is luck or my playstyle.
 
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?
 

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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?
 
Wow, so even you need quays to just trade with other civs, not just your own. I guess that's the challenge of being on an island map, I guess...

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?
 
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.
Yes, I've observed that happening. The new IP is in almost the same hex.

In addition, I've seen a CS that another leader suzerained appear in the next age -- hostile to me, but I expect friendly towards the leader who befriended it before.
Again, probably the same hex.
 
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