Little questions & answers thread

You're definitely right about the UI, I fail to understand how after FIVE months it's still so lacking. I'm using 23 (!!) UI mods, and even then it's still not perfect. Sometimes I have to save and reload to see what choosing between two options actually does!

As for Specialists, good call, I just checked and that city has 9 specialists, which should mean 18 deductions? Weird...
Any policies slotted that reduce specialist maintenance?
 
Is there a way to see the source of the happiness deductions?

My capital went from:
- Last turn of exploration: 10.6 happiness (-68.8 deductions)
- First turn of modern: -28.8 happiness (-60.8 deductions)
- First turn of modern after switching capital: -29.3 happiness (-58.3 deductions)

I went into the building list and manually counted the unhappiness caused by buildings, which came to 46 total. Where are the other 12.3 deductions coming from? :hmm:

View attachment 738270
On age transition any tiles not adjacent to the city center lose their base happiness.
 
Any policies slotted that reduce specialist maintenance?

No, this was right after transition, so no policies slotted yet.

On age transition any tiles not adjacent to the city center lose their base happiness.

I am aware of this. That doesn't help explain the exact deductions after the transition though...

I guess there's no definite answer here anyway, only a more elaborate UI would be able to!
 
No, this was right after transition, so no policies slotted yet.



I am aware of this. That doesn't help explain the exact deductions after the transition though...

I guess there's no definite answer here anyway, only a more elaborate UI would be able to!
Attributes could also reduce specialist (or building) :(

you have…
18 from spec
46 from buildings
….so 64 (dropped to 58.3 from attributes)
There might be others
 
When resource slots are all used up in my settlements, how come I cannot simply take them off each settlement, put them in the main pool, then swap them with another?


What makes the AI come back to war after a peace deal? The peace deal doesn't stay permanent no matter what I do unless I move on to the next age (Reconciliation doesn't do much). Is there any way to stop the AI from declaring war on me again so soon?
 
When resource slots are all used up in my settlements, how come I cannot simply take them off each settlement, put them in the main pool, then swap them with another?


What makes the AI come back to war after a peace deal? The peace deal doesn't stay permanent no matter what I do unless I move on to the next age (Reconciliation doesn't do much). Is there any way to stop the AI from declaring war on me again so soon?
Resources: Yes, you can do that, but not right away. The game only lets you swap resources around on turns when you either a) get a new resource to assign or b) get a new slot on a settlement or both.

Declarations: You can see details of how a leader feels about you in two ways. On the main map, mouse over the icon for the leader's status and get a popup with plusses and minues. If you click on the leader, choose the "heart" tab to see details about why they like or dislike you. I play on Sovreign difficulty. The AI declare on me when they are hostile and when they perceive that I am relatively weak. If I move my troops from (say) north to south to attack a different opponent, the northern neighbor might declare because my cities/towns are not well defended.
But the biggest reason the AI declare on me is alliances. If I'm at war with their ally, sooner or later they will declare on me. Even if I'm much bigger and better armed. Check the "heart" tab to see who is allied with whom. If you make peace with leader A, you will need to make peace with their allies as well. If one declares on you, or you declare on them, the chain reaction begins again. If one of *your* allies goes to war, you will be asked if you want to also join the war. That can restart the chain reaction.
 
Resources: Yes, you can do that, but not right away. The game only lets you swap resources around on turns when you either a) get a new resource to assign or b) get a new slot on a settlement or both.

Declarations: You can see details of how a leader feels about you in two ways. On the main map, mouse over the icon for the leader's status and get a popup with plusses and minues. If you click on the leader, choose the "heart" tab to see details about why they like or dislike you. I play on Sovreign difficulty. The AI declare on me when they are hostile and when they perceive that I am relatively weak. If I move my troops from (say) north to south to attack a different opponent, the northern neighbor might declare because my cities/towns are not well defended.
But the biggest reason the AI declare on me is alliances. If I'm at war with their ally, sooner or later they will declare on me. Even if I'm much bigger and better armed. Check the "heart" tab to see who is allied with whom. If you make peace with leader A, you will need to make peace with their allies as well. If one declares on you, or you declare on them, the chain reaction begins again. If one of *your* allies goes to war, you will be asked if you want to also join the war. That can restart the chain reaction.
I highly recommend the Mod: "Global Relations Panel", which gives you access to a simple graphic indication of every AI and human Civ's relationships with every other in the game at a glance. It is an immense help at keeping track of who is allied, friendly, unfriendly, or at war with everyone else.
 
The new Ubudiah Mosque…does it add

50% to the Yields Of the improvement (ie warehouse bonuses)
or
50% to the Yields On the improvement (ie base yields, bonus yields from abilities like Shawnee+prod on terrans, etc.)
 
Back
Top Bottom