Little questions & answers thread

UPDATE:

After saving up enough gold, I repaired all damages, which took the food / happiness from -14 / -48 to 15 / -30.
I then upgraded it to a city, which made no changes to these yields.
After purchasing a Radio Station, City Park and Department Store, the values improved to 57 / -2.
I then purchased a Port, which causes a further -4 unhappiness, but provides an extra resource slot.
I then slotted 4 Horses, and voila, the city is functional again!

It cost about 10k of Gold, but now the citizens are happy and the City has 56 population :king:

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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 an additional 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 yield.

I'm attaching a save file as well 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, the save file loads perfectly without a single mod.

Have fun playing Civ!

That's awesome!
Very clever way to solve the problem by directing food there - and you managed to do it 37 turns earlier than I did :goodjob:

Will keep this strategy in mind when this happens again in the future.
 
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!
The continent affect on sea connections is just a bad idea, and really shouldn’t apply in Modern anyways.
 
Civ 7 is now 3 % downloaded on my Steam account, what should I choose as my first game in I reckon an hours time? What civ is a good start, what settings is a good introduction etc.

I've played from Civ 2 - Civ 6, usually on deity.
 
Civ 7 is now 3 % downloaded on my Steam account, what should I choose as my first game in I reckon an hours time? What civ is a good start, what settings is a good introduction etc.

I've played from Civ 2 - Civ 6, usually on deity.
So there are a lot of new systems that the game throws at you and I know Ursa Ryan back when the game came out recommended starting on Governor and building up as is comfortable so that new players can have the time and space to learn the new systems that the game throws at you. For me, my first game was on Governor. My second game I went up to Sovereign and then after a number of games I made the switch back to Deity.

As far as civ/leader choices, there are a few leaders that are great for new Civ VII players:
- My first game was Hatshepsut/Egypt, which is a game where you start by focusing on Wonders and then build up your culture game for the Modern Age. You also will get a lot of opportunities to engage with Navigable Rivers which are a really fun new type of terrain in Civ VII (though they do need some buffs).
- Augustus with Rome is a combo that is often recommended since it helps new players to engage with the Town/City system and is a great showcase of why Towns are as important as Cities in developing your Empire.
- Ben Franklin with Greece helps to teach you about the endeavor system and just how powerful they are. Franklin can send out two Research Collaborations at the same time and each one provides +6 science per turn potentially, which is A LOT at the very start of the game. Sending out Research Collaboration Endeavors is a great way to keep relations with neighboring civs positive, which is nice for a first game with a lot of new systems.
- If you are more interested in combat, you can also start with Xerxes KoK with Persia. Persia provides Commanders that automatically have the Assault promotion, which is one of the biggest game changers in Civ VII for managing wars and improving micromanagement and it is helpful to get used to using it early on.

Each of these leaders has relatively clear gameplans that help to teach you about a number of the new systems in the game and these would be my recommended starting points. These aren't necessarily the best combos for each leader, but are the best combos in my opinion for quickly learning about the game mechanics. Hope this helps!
 
So there are a lot of new systems that the game throws at you and I know Ursa Ryan back when the game came out recommended starting on Governor and building up as is comfortable so that new players can have the time and space to learn the new systems that the game throws at you. For me, my first game was on Governor. My second game I went up to Sovereign and then after a number of games I made the switch back to Deity.

As far as civ/leader choices, there are a few leaders that are great for new Civ VII players:
- My first game was Hatshepsut/Egypt, which is a game where you start by focusing on Wonders and then build up your culture game for the Modern Age. You also will get a lot of opportunities to engage with Navigable Rivers which are a really fun new type of terrain in Civ VII (though they do need some buffs).
- Augustus with Rome is a combo that is often recommended since it helps new players to engage with the Town/City system and is a great showcase of why Towns are as important as Cities in developing your Empire.
- Ben Franklin with Greece helps to teach you about the endeavor system and just how powerful they are. Franklin can send out two Research Collaborations at the same time and each one provides +6 science per turn potentially, which is A LOT at the very start of the game. Sending out Research Collaboration Endeavors is a great way to keep relations with neighboring civs positive, which is nice for a first game with a lot of new systems.
- If you are more interested in combat, you can also start with Xerxes KoK with Persia. Persia provides Commanders that automatically have the Assault promotion, which is one of the biggest game changers in Civ VII for managing wars and improving micromanagement and it is helpful to get used to using it early on.

Each of these leaders has relatively clear gameplans that help to teach you about a number of the new systems in the game and these would be my recommended starting points. These aren't necessarily the best combos for each leader, but are the best combos in my opinion for quickly learning about the game mechanics. Hope this helps!

Awesome! Exactly the kind of info I was looking for :)
 
I would echo the above, especially Augustus with Rome or Franklin with Greece. I would suggest a standard Continents Plus map, so that the Exploration age is interesting. I don't usually play at the highest difficulty levels, so my preference would be somewhere closer to the middle for your first game.
 
Awesome! Exactly the kind of info I was looking for :)

From one deity player to another, my first game was Franklin with Greece on immortal. I won easily even though I was confused by many parts of the game, and there were no patches yet. I did a lot of looking things up here.

I say go ahead and go deity. Personally I wish we had two or three difficulties above deity.
 
I tried a game on Viceroy just to see what the game was like, and quickly figured out this was good advice:
From one deity player to another, my first game was Franklin with Greece on immortal. I won easily even though I was confused by many parts of the game, and there were no patches yet. I did a lot of looking things up here.

I say go ahead and go deity. Personally I wish we had two or three difficulties above deity.

Ended up taking the two closest AI in the first age despite not trying for anything military at all. Got all the goals too without really knowing what they were - I just tried to get the cultural one with 7 wonders.

This was with what several of you guys suggested- Ben Franklin and Greece. Thanks for that tip :)
 
Two questions:
1. When I chose "random civ" and "random leader" to start a game, will I get a different combo when I click "restart" after a few turns? Or do I have to return to the main menu and set up a new game?
2. Will the game ever pick something really random or does it always chose the historic or strategic combination? (I never used this before, and today I got four times in a row Hatshepsut with Egypt.)
 
Two questions:
1. When I chose "random civ" and "random leader" to start a game, will I get a different combo when I click "restart" after a few turns? Or do I have to return to the main menu and set up a new game?
2. Will the game ever pick something really random or does it always chose the historic or strategic combination? (I never used this before, and today I got four times in a row Hatshepsut with Egypt.)
1. you need to start a new game, restart doesn‘t change your civ and leader
2. unfortunately, random seems to only roll the leader, and then assigns a „fitting“ civ afterwards. Hence, I use an external randomiser.
 
1. you need to start a new game, restart doesn‘t change your civ and leader
2. unfortunately, random seems to only roll the leader, and then assigns a „fitting“ civ afterwards. Hence, I use an external randomiser.
They need the civ options to be
list of civs
Random Leader match
Full Random
 
How can a settlement not be connected to the capital for the resource network, while being connected to 2 settlements (according to the influence gained as Hub Town, or the food shared if converted as a city) that are in the resource network?
 
How can a settlement not be connected to the capital for the resource network, while being connected to 2 settlements (according to the influence gained as Hub Town, or the food shared if converted as a city) that are in the resource network?
This can happen if it's on an island and no settlements on the landmass where your capital is have fishing quays.
 
It's the start of Modern Age, and in the middle of Distant Land landmass, connected for the purpose of Food/Influence Hub Town to its two neighbors towns, one of which has a Fishing Quay on the ocean. All coastal settlements on the Homeland have Fishing Quays too.
The neighbor town that is also in the middle of the landmass, also connected to that other neighbor that has a Fishing Quay, and to another town on the other side of the continent, ha no issue being connected to the resource network.
 
It's the start of Modern Age, and in the middle of Distant Land landmass, connected for the purpose of Food/Influence Hub Town to its two neighbors towns, one of which has a Fishing Quay on the ocean. All coastal settlements on the Homeland have Fishing Quays too.
The neighbor town that is also in the middle of the landmass, also connected to that other neighbor that has a Fishing Quay, and to another town on the other side of the continent, ha no issue being connected to the resource network.
Interesting. Could you please attach a save file and provide the name the town that has no connection?
 
It's the start of Modern Age, and in the middle of Distant Land landmass, connected for the purpose of Food/Influence Hub Town to its two neighbors towns, one of which has a Fishing Quay on the ocean. All coastal settlements on the Homeland have Fishing Quays too.
The neighbor town that is also in the middle of the landmass, also connected to that other neighbor that has a Fishing Quay, and to another town on the other side of the continent, ha no issue being connected to the resource network.
Before you do, I have another idea that might help you. I remember ports being important for factories in the modern age (if the settlement is across the sea from your capital, you need both the rail station and the port in order to be able to build a factory). Could you try building/buying a port in two settlements, one in distand lands and the other in homeland? I haven't researched it, but perhaps ports allow cross-continental settlement connections?
 
It's the very begining of the Modern Age, before even handling the transition, so no Port yet.
The save may be weird, as it's the first Game of the Month, so created in 1.0.1 Patch 2 but played in 1.2.4 since the begining of this month.
The settlement in question is Ou Kaev. For testing purpose, I've set all towns to Hub Town specialization to know how many connections they all have (I was expecting 0 for Ou Kaev).
Akhetaten is weird too, its Fishing Quay did connect it to Roma, Ostia and Viadhapura in Exploration Age, but these sea connections have been lost in transition. Nothing a Port cann't fix though.

Although know that I think of it, the most weird thing is that the Hub Town connections show two distinct unconnected groups: the Homeland + Sevilla and Zaragoza in one hand (on the 2 Homelands continents) and the Distant Land + Barcelona on the other hand (on the 2 DL continents), and nothing to (food/influence-)link these two groups. That makes sense in the regard of sea-connection between the same continent, but if I recall correctly from my early testing in February/March, the first settlement on another continent (that would be Barcelona) would have a connection to one of the settlement on the Homeland continents, and that didn't happened (even in Exploration Age, Barcelona as a City received no food, as Valencia which is its only connection was also a city).
Yet only Ou Kaev is not (resource-)connected from the DL group.
 

Attachments

It's the very begining of the Modern Age, before even handling the transition, so no Port yet.
The save may be weird, as it's the first Game of the Month, so created in 1.0.1 Patch 2 but played in 1.2.4 since the begining of this month.
The settlement in question is Ou Kaev.
I've had a look at the save file, thanks for providing it :) It appears that cross-continental sea connections may fail if the settlement used as intermediate point in the connection is not on the coast, but on the navigable river which leads to the coast. After I placed another settlement on the coast to the northwest of Yasodharapura, the problemwith Ou Kaev disappeared. It didn't even need a fishing quay! (probably because the settlement nearby has it, as silly as it sounds). Ports didn't help. I also became suzerain of trade city-state to increase trade route range, but I don't think it did anything.

Trade network connection is different from town-city connection and has its own calculation logic. And as we can see, trade network logic is not without its flaws now.

It would be great if you submitted this save file alongside a bug report to the civ 7 support portal. I can do it for you if you don't mind.

And last but not least, your empire is gorgeous! I should definitely attempt more colonization in my games :)
 
Thank you. I've tried to build a road with a merchant from Ou Kaev to Qohayto, but that did nothing. The strange thing is the other settlements on that continent are fine with their resources, just this one.
It would be great if you submitted this save file alongside a bug report to the civ 7 support portal. I can do it for you if you don't mind.
If you're willing to, please go ahead. I've an issue with their portal, I cannot log in to track the tickets and thus can only interact by email with them.
 
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