Little questions & answers thread

Also have an entirely separate question. Has anyone played Prussia recently? Trying it for the first time in months and noticed that the unique railroad doesn't show up on the loading screen nor does it show up on the leader screen. It seems like when you try to build it, it is just an ordinary railroad and no longer gives bonus yields to rural tiles. The only reference that seems to remain proving it existed is the Zollverein Mastery where it talks about a 25% trade yield bonus to it (which I am guessing is no longer applicable since it no longer exists?). It is still in the civilopedia as a Unique Improvement though, which is interesting, but also seems like the wrong place for it? Was this patched out fully from Prussia's kit or is this a bug? It seemed very strong (+2 Gold and Production to rural tiles) especially in conjunction with Prussia's other abilities, so I am curious as to whether it was removed for balance purposes.

Edit: It looks like the name is showing up under the Railroad still after building another one, but bonuses aren't being given to the rural tiles, which is interesting.

I just played a Prussia Modern age and I can confirm that it works. It will only give bonuses to the tiles that actually have a railroad, though. When you have two settlements connected by a road and you build a rail station in both settlements, the road will visually change to a railway and exactly those tiles are eligible to get the bonus. Tiles in the same settlements which have no railway on them don't get the bonus. It is one of the weaker bonuses of Prussia, though. Only a fraction of tiles in a settlement will have a railroad and only a fraction of those will be rural and worked. And railways come late and are expensive, so it won't help you that much. If you plan to build railways anyway, it is a free bonus, though.
 
I just played a Prussia Modern age and I can confirm that it works. It will only give bonuses to the tiles that actually have a railroad, though. When you have two settlements connected by a road and you build a rail station in both settlements, the road will visually change to a railway and exactly those tiles are eligible to get the bonus. Tiles in the same settlements which have no railway on them don't get the bonus. It is one of the weaker bonuses of Prussia, though. Only a fraction of tiles in a settlement will have a railroad and only a fraction of those will be rural and worked. And railways come late and are expensive, so it won't help you that much. If you plan to build railways anyway, it is a free bonus, though.
Thank you for that clarification! The tiles in question that I was looking at for testing did not have the Staatseisenbahn on them and merely had the Staatseisenbahn established on other tiles in the settlement. I agree completely that as it has been implemented it is quite a weak bonus.

I haven't made use of the make a road action, but I am curious if that is a worthwhile mechanic to utilize if you know that you are going to go with Prussia since if my understanding is correct, all roads would become railroads? That said, from my recollection of it, you can only make roads to other settlements, so even that feels like it is something that your control over is very limited for.
 
I’m having trouble getting a culture victory, just simple question which Leader and Civs would be the easiest to get this with?
 
I’m having trouble getting a culture victory, just simple question which Leader and Civs would be the easiest to get this with?

Honestly it doesn't matter much, although picking Maya in antiquity tends to give you the easiest games. The best thing to do is accumulate gold at the end of exploration and use it to buy explorers. Make sure your have the entire map explored before you start modern as well, you can do this with missionaries if you're having trouble. Focus on getting the explorers to the artifacts, build the buildings to house them, then build the World's Fair in your highest production city. If another civ beat you to the artifact, move on, there is no point in digging.

There's a good guide here:

 
How is the relationship score calculated? If I put all the below numbers into a calculator, our relationship score should be -32.5, however it's showing as -90?

1757512158017.png
 
How is the relationship score calculated? If I put all the below numbers into a calculator, our relationship score should be -32.5, however it's showing as -90?

View attachment 742168
The answer is sad and simple, there are things, which aren't shown. UI still need improvements not only in terms of usability, but because in some places the information just doesn't fit together well.
 
I haven't made use of the make a road action, but I am curious if that is a worthwhile mechanic to utilize if you know that you are going to go with Prussia since if my understanding is correct, all roads would become railroads? That said, from my recollection of it, you can only make roads to other settlements, so even that feels like it is something that your control over is very limited for.

I just tested this and it does work in principle: You can make additional tiles get the bonus with the build road action. However, it is not very predictable which tiles will be affected, if any at all. And it would be very late into the game anyway, the merchant costs money itself and even once you bought one, it is probably a better idea to just start a trade route.
 
Has anyone else experienced perma-death for a commander on an age transition, due to the plague? I know in normal game modes, if a commander died at the end of an era, they would start back at the beginning of the next one. I wasn't really paying attention, but I think one of my commanders died due to plague at the end of the exploration era, and when I started up the modern era, they definitely were not there anymore.
 
So this is a new one!

At the end of Exploration, this City had +8 in happiness. After transitioning to Modern, the happiness is in the toilet, and what's worse is that due to starvation, every turn the citizens destroy a building - which keeps exacerbating the unhappiness!
I'm 18 turns into Modern now, and the Town has already lost 18 population. Yet it's still starving and wildly unhappy!

18 turns ago the food was at -9, now it's at -18...

1758206070097.png


I'm not above the Settlement limit, and all other 16 settlements are happy.

Is there any way to see where the massive deductions are coming from?
And is there anything I can do to combat this? It's not like building a Department store will solve an unhappiness of -51.4! I could stick my rank 11 Commander in there, but that'll only remove 10 Unhappiness.

Worst case I'll go to war with Rizal, and trade it for one of his nice cities in a peace deal :king:
 
So this is a new one!

At the end of Exploration, this City had +8 in happiness. After transitioning to Modern, the happiness is in the toilet, and what's worse is that due to starvation, every turn the citizens destroy a building - which keeps exacerbating the unhappiness!
I'm 18 turns into Modern now, and the Town has already lost 18 population. Yet it's still starving and wildly unhappy!

18 turns ago the food was at -9, now it's at -18...

View attachment 742763

I'm not above the Settlement limit, and all other 16 settlements are happy.

Is there any way to see where the massive deductions are coming from?
And is there anything I can do to combat this? It's not like building a Department store will solve an unhappiness of -51.4! I could stick my rank 11 Commander in there, but that'll only remove 10 Unhappiness.

Worst case I'll go to war with Rizal, and trade it for one of his nice cities in a peace deal :king:
First, I'd recommend checking mods, that's usual thing.

Second, the biggest happiness eaters are buildings and specialists. I assume you put a lot of specialists there during exploration and their upkeep was compensated with policies, resources and happiness buildings adjacencies. So now you need to:
  1. Repair happiness buildings like Mosque. Ignore others for the time.
  2. Put happiness resources there.
  3. Prioritize civics with happiness-related policies which could affect this settlement in particular and gain them.
I understand that those should sound obvious, but with broken Mosque I assume you don't do at least some of those?
 
First, I'd recommend checking mods, that's usual thing.

Second, the biggest happiness eaters are buildings and specialists. I assume you put a lot of specialists there during exploration and their upkeep was compensated with policies, resources and happiness buildings adjacencies. So now you need to:
  1. Repair happiness buildings like Mosque. Ignore others for the time.
  2. Put happiness resources there.
  3. Prioritize civics with happiness-related policies which could affect this settlement in particular and gain them.
I understand that those should sound obvious, but with broken Mosque I assume you don't do at least some of those?

Specialists are definitely part of the deductions, good call! However it wouldn't mount up to -85! That'd be, what, 43 specialists? I just counted, there's 9 specialists in this Town.
I only use UI mods, so I don't think that's the reason.

Seeing your suggestions, I realise I should've elaborated more in my initial post:

1. I did that, it grants 4 happiness, meaning I'm still on -47. I repair it, the citizens destroy it. When I do a "Repair All", the happiness goes down to -41.
2. This Town only has 1 resource slot, and it's got a happiness resource.
3. I have only two slottable policies that helps towards happiness, and when both are slotted, they only "cure" 6 unhappiness.

I pretty much gave up on this Settlement. It's not a disaster losing it (I still have 16 more!) - in fact it'll be interesting to see what happens as the population keeps dropping. I figured the food shortage and unhappiness would improve, but that's not happening! :hmm:
 
This is where Role Playing helps. I would consider renaming the city to "Hama" and applying the "Hama Rule". It might be ugly in real life, but it helps relieve the frustration which seems to be built in to many aspects of Civ VII.
 
Looking at that image, I am guessing it used to be a city in Exploration Age. Each individual building incurs a cost of -2 happiness per turn in addition of -2 gold. It's hard to tell the breakdown without knowing that settlement's entire layout. I think moving forward, you can either turn it into an urban town or a resort town to mitigate the unhappiness--again, without seeing building panel vs improvement panel and/or your settlement layout, it's hard to see which one is the better choice.

This is kind of fun. We should make a salvage this settlement in 1 turn thread.
 
Looking at that image, I am guessing it used to be a city in Exploration Age. Each individual building incurs a cost of -2 happiness per turn in addition of -2 gold. It's hard to tell the breakdown without knowing that settlement's entire layout. I think moving forward, you can either turn it into an urban town or a resort town to mitigate the unhappiness--again, without seeing building panel vs improvement panel and/or your settlement layout, it's hard to see which one is the better choice.

This is kind of fun. We should make a salvage this settlement in 1 turn thread.
-4 happy and -4 gold in Modern
 
So this is a new one!

At the end of Exploration, this City had +8 in happiness. After transitioning to Modern, the happiness is in the toilet, and what's worse is that due to starvation, every turn the citizens destroy a building - which keeps exacerbating the unhappiness!
I'm 18 turns into Modern now, and the Town has already lost 18 population. Yet it's still starving and wildly unhappy!

18 turns ago the food was at -9, now it's at -18...

View attachment 742763

I'm not above the Settlement limit, and all other 16 settlements are happy.

Is there any way to see where the massive deductions are coming from?
And is there anything I can do to combat this? It's not like building a Department store will solve an unhappiness of -51.4! I could stick my rank 11 Commander in there, but that'll only remove 10 Unhappiness.

Worst case I'll go to war with Rizal, and trade it for one of his nice cities in a peace deal :king:
It’s unhappiness from famine, and there doesn‘t seem to be anything you can do against it, because more food somehow doesn‘t end the famine - at least that‘s what happened in the two games when this occurred to me. Neither policies nor connections, nor buildings/improvements increased the food per turn. I‘m still unsure how it is triggered. For me, it were conquered cities though. For you as well? Did you also get the „famine“ notification on the right side (a red corn)? I think this really isn‘t documented in the game nor the wiki.
 
Looking at that image, I am guessing it used to be a city in Exploration Age. Each individual building incurs a cost of -2 happiness per turn in addition of -2 gold. It's hard to tell the breakdown without knowing that settlement's entire layout. I think moving forward, you can either turn it into an urban town or a resort town to mitigate the unhappiness--again, without seeing building panel vs improvement panel and/or your settlement layout, it's hard to see which one is the better choice.

Correct, this was a City in Exploration, and it's now a Town.
Unfortunately I cannot turn it into an Urban or Resort Town, as I stupidly made it a Farm Town early on to try and combat the starvation. Unsuccessfully, I might add!

It’s unhappiness from famine, and there doesn‘t seem to be anything you can do against it, because more food somehow doesn‘t end the famine - at least that‘s what happened in the two games when this occurred to me. Neither policies nor connections, nor buildings/improvements increased the food per turn. I‘m still unsure how it is triggered. For me, it were conquered cities though. For you as well? Did you also get the „famine“ notification on the right side (a red corn)? I think this really isn‘t documented in the game nor the wiki.

Yep, exactly the same situation. Patavium was conquered all the way back in Antiquity, and still borders with the Roman empire (well, it's now the French!).
And I kept getting the starvation notification every turn:
1758263866479.png


UPDATE:
Some 20 turns later, and the villagers have stopped pillaging - only because there's nothing left to pillage. Apparently they don't touch Ageless Warehouse buildings.
This once great City with a population of 54, is now at population 26 and completely "stuck":

1758264081849.png


When I build up some more cash reserves, I'll try turning it into a city, repair all damages, purchase all 3 Happiness buildings and a Port, assign another Resource to it, and see how it goes!
 
I think that settlement would have made a great farm town without those bridges and maybe even resort town given the terrain. At this point though, it still provides some value in having access to factory resources (especially tin).
 
So this is a new one!

At the end of Exploration, this City had +8 in happiness. After transitioning to Modern, the happiness is in the toilet, and what's worse is that due to starvation, every turn the citizens destroy a building - which keeps exacerbating the unhappiness!
I'm 18 turns into Modern now, and the Town has already lost 18 population. Yet it's still starving and wildly unhappy!

18 turns ago the food was at -9, now it's at -18...

View attachment 742763

I'm not above the Settlement limit, and all other 16 settlements are happy.

Is there any way to see where the massive deductions are coming from?
And is there anything I can do to combat this? It's not like building a Department store will solve an unhappiness of -51.4! I could stick my rank 11 Commander in there, but that'll only remove 10 Unhappiness.

Worst case I'll go to war with Rizal, and trade it for one of his nice cities in a peace deal :king:
Would you mind uploading a save file at the beginning of the age? I'd like to take a look
 
Would you mind uploading a save file at the beginning of the age? I'd like to take a look

Sure, here it is!

Mind you, I'm using a bunch of UI mods, and it might not load without them. Here's a list of the mods I'm using, all from Steam Workshop:

Advanced Yield Bar
City Hall
Detailed Map Tacks
Enhanced Town Focus Info
F1rstDan's Cool UI
Flag Corps
Leonardfactory's Policy Yield Previews
More Lenses
masuellia-non-sticky-selection
Players combat power
Ready or Not
Resource Re-sorts
Slothoth's Global Relations Panel
TCS Improved Mod Page
zhekoff's Colorful Top Panel
 

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Ok, I just loaded your save and spent a few turns fixing the issue. Your citizens are raging because of food shortage only; but negative happiness contributes to this by penalizing your food income alongside other yields.

Here's what I did to resolve the issue:

- The first few turns let them burn a few tiles, do not waste money.
- Use the trader in the settlement to establish a road between this settlement and your town to the northeast, the one on the coast (almost). Buy a granary and a fishing quay there. Specialize that town for farming/fishing (extra food). You should have around 96 food in there.
- Research and adopt social policies that reduce the happiness maintenance of buildings and specialists; one is available with Modernization (immediately) and the other is available with Political Theory (the one which unlocks Ideologies).
- Once you have enough money (around 1300 gold), convert your settlement to the city. It should start receiving food from your coastal town (fishing quay alone wouldn't work, because the town is on a different continent; that's why you need a road established by the merchant), and your food income will become positive or at least 0. Since the city has 1 extra resource capacity, place your horses resource in it. It will improve happiness, and increased happiness will give you even more food (by reducing the penalty). Then you can repair all tiles and work towards more happiness buildings, as well as increasing resource capacity further for extra happiness resources.

I'm attaching the save file with the result. I may have done suboptimal things on other fronts, so please don't use my save to continue your playthrough :D

By the way, your save file loads perfectly without a single mod.

Have fun playing Civ!
 

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