Little questions & answers thread

A few questions I haven't specifically seen anywhere else...
1. When factory resources are slotted, is their bonus empire wide or for that city? I've been operating under the assumption they are empire wide.
2. I know all Civs have civ specific music, does anyone know if all the music plays for the age they are in or if the civs have to be in that game or what? Just super curious how that works.
3. When you wife up an independent power and they become a city state, do you get their resources? I couldn't tell. It didn't seem like I did.
4. I actually answered this myself but I'll leave it here anyway. I was trying to get rid of 2 IP's so I could put a settlement in a juicy spot between them. Problem was one was aggro but the other wasn't and I couldn't attack it. I dropped a settlement at the min distance I could and THEN it aggroed and I was able to remove them. I still didn't get the perfect spot but it worked out.
5. I had 7 sources of coal in my recent game and it says +100% production to rail stations but AFAICT I didn't get any production boost to it much less +700%. Empire resources do stack, right? I know the combat buffs do...
Thanks in advance yall.
1. I believe factory resources are empire-wide.
2. I believe only the civs active in that Age.
3. No, you have to send a Merchant and establish a trade route to get them.
5. The bonus is to build the rail station, not a production bonus to the rail station itself.
 
1 building lost per turn look like the city being razed, was it on unrest (likely from the negative happiness)?
Yes, that's why I also thought it could have to do with happiness, but:
- the icon on the right above the next turn button wasn't the unhappiness icon that comes up in the happiness crisis or the torch that comes up when something is pillaged. It was the food icon in red. It's tooltip said "famine in x."
- there was no red fist next to the hungry cities.
 
Is it an ageless unique from a previous age? If so the "workaround" is to spend Gold on repairing it, not Production.

I've been bamboozled by this issue too, but this post from this bug report taught me what to do instead:

I've no idea if this interaction is intentional, but as of now at least I don't have uniques burning ceaselessly for the remainder of the session :crazyeye:
Thanks. I will try that the next time it happens.
 
I’ve had this happen with multiple improvements. I suspect it has to do with the (hidden) Tile Appeal mechanic that returns from civ 6 (basically, certain terrain is considered beautiful and increases appeal on adjacent tiles). High appeal tiles give happiness but improvements on tiles seem to reduce appeal, so when you grow to a tile and place an improvement the happiness disappears. This doesn’t always happen because the lowered appeal from the improvement doesn’t always overcome the natural appeal of the surroundings.
However that can go from +3 Happiness to 0, from placing a Farm next to the Coast, that's a bit much for a loss of Appeal?
A few questions I haven't specifically seen anywhere else...
1. When factory resources are slotted, is their bonus empire wide or for that city? I've been operating under the assumption they are empire wide.
2. I know all Civs have civ specific music, does anyone know if all the music plays for the age they are in or if the civs have to be in that game or what? Just super curious how that works.
3. When you wife up an independent power and they become a city state, do you get their resources? I couldn't tell. It didn't seem like I did.
4. I actually answered this myself but I'll leave it here anyway. I was trying to get rid of 2 IP's so I could put a settlement in a juicy spot between them. Problem was one was aggro but the other wasn't and I couldn't attack it. I dropped a settlement at the min distance I could and THEN it aggroed and I was able to remove them. I still didn't get the perfect spot but it worked out.
5. I had 7 sources of coal in my recent game and it says +100% production to rail stations but AFAICT I didn't get any production boost to it much less +700%. Empire resources do stack, right? I know the combat buffs do...
Thanks in advance yall.
1) They should be empire-wide, but Coffee works only locally (probably a bug)
4) You can declare war on non-hostile IP if you try to attack one of their Units. At least I've managed to do that once by attacking a Scout with an Archer.
5) Seems bugged to me too, Rail Station cost the same to build as a Stock Exchange which has the same Production cost, even with something like 7 Coal.
 
However that can go from +3 Happiness to 0, from placing a Farm next to the Coast, that's a bit much for a loss of Appeal?

1) They should be empire-wide, but Coffee works only locally (probably a bug)
4) You can declare war on non-hostile IP if you try to attack one of their Units. At least I've managed to do that once by attacking a Scout with an Archer.
5) Seems bugged to me too, Rail Station cost the same to build as a Stock Exchange which has the same Production cost, even with something like 7 Coal.

I just had this in the modern age in my game. I wonder if it's a case where the appeal being > X gives you happiness, and they scale the happiness per era (why a lot of my tiles were showing 3 happiness). But when you put the farm, it drops below, so kills all 3 happiness.
 
I just had this in the modern age in my game. I wonder if it's a case where the appeal being > X gives you happiness, and they scale the happiness per era (why a lot of my tiles were showing 3 happiness). But when you put the farm, it drops below, so kills all 3 happiness.
It was indeed in the Modern age.
 
What do you mean they don't help at all? You need to move the Physician into a settlement that had an outbreak and the use their ability on the city center to clean the plague in 3(?) turns. The Physician might die before that, however, if they don't arrive at full health. This is why I always buy some of them as soon as the crisis starts, to have them stationed in some main cities.
After my first couple of games I just turned off crisis as they don't add any real interesting mechanics and simply just annoy you, even more so because of the lack of information/poor ui issues.

The more I read about them the more I am glad I turned them off. If a physician takes 3 turns to clear plague, and can die in the process i ask myself what is the point? as from my initial games the plague is likely to have cleared itself by the time a physician has managed to travel to the city and them taken x turns to clean it.

The only real problem with the plague is the micro involved in checking all infected cities constantly to make sure no units are standing on infected tiles as the game doesn't tell you the unit is taking damage until it is dead and unless you studiously mouse over each tile it is very hard to tell what tiles are infected.
 
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I'm going for the Military victory in my current game. In the Modern Age, I have to gain 20 points by conquering other settlements, do I lose those points if I decide to raze a conquered settlement?
 
I'm going for the Military victory in my current game. In the Modern Age, I have to gain 20 points by conquering other settlements, do I lose those points if I decide to raze a conquered settlement?
I believe so.
 
Hi everyone, I have a question on unit colors. I have played a couple games as Napoleon and when I get to his units in the modern era, they are a hideous yellow sand color with blue accents. I saw this in vanilla games and games with a leader color mod applied. Does the leader jersey affect the units? If so, can someone help me make Napoleon's units main color be navy blue? Thanks in advance!

Yeah it’s really annoying! I feel like I’ve brought this up too but never got an answer. I’d like to fix it with a mod when they release more dev tools. (They’re doing that Anakin, right?)
 
Actually, no. I've happily razed 3 or 4 and they still counted. What matters is to conquer them, not to have them in the end.
Also, wait before you choose an Ideology, that way you only need to conquer 10.
Huh. Razed settlements does NOT count in the ancient age for the military victory, I know that for sure.
 
Huh. Razed settlements does NOT count in the ancient age for the military victory, I know that for sure.
I've just finished my game and can now confirm that in the Modern age you keep your points even when you raze settlements.

The wording is different though, in the Ancient age it wants you to "have 12 towns or cities" which implies that you must actually control them. In the Modern age it's "gain 20 ideology points from conquering settlements", so you don't need them to be a part of your empire.
 
I've just finished my game and can now confirm that in the Modern age you keep your points even when you raze settlements.

The wording is different though, in the Ancient age it wants you to "have 12 towns or cities" which implies that you must actually control them. In the Modern age it's "gain 20 ideology points from conquering settlements", so you don't need them to be a part of your empire.

I even got a modern age military point for controlling an airbase but not the city it was in.
 
I keep getting diplomatic hits when the AI does things like settle too close or eliminating another civ. Is that intentional? The way these things are worded it sounds like it's not intentional but it does seem intentionally ambiguous. If it's intentional is that meant to represent my disdain for those actions? If that's the case it seems like they are kind of trying to artificially gravitate you to war. I would like the chance to decide how much I dislike those actions. Then again it does take work to lower a relationship to a point where a surprise war won't happen so maybe that's a good thing? Idk I'd still like a choice in the matter.

Edit: my phone likes to make a fool of me
 
I keep getting diplomatic hits when the AI does things like settle too close or eliminating another civ. Is that intentional? The way these things are worded it sounds like it's not intentional but it does seem intentionally ambiguous. If it's intentional is that meant to represent my disdain for those actions? If that's the case it seems like they are kind of trying to artificially gravitate you to war. I would like the chance to decide how much I dislike those actions. Then again it does take work to lower a relationship to a point where a surprise war won't happen so maybe that's a good thing? Idk I'd still like a choice in the matter.

Edit: my phone likes to make a fool of me
It's a different system than previous Civ games, here it's not what that leader/civ thinks of you or vice versa, it's a numerical representation of your bilateral relationship. Think international relations - there is strain if a spy is caught regardless of what the leaders or officials of those nations desire or express publicly. The number represents both sides and gives you an average.

There are many different diplomatic options at your disposal to influence that number, be it positive or negative, it just takes some time.
 
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