Marcus CivFan
Chieftain
- Joined
- May 10, 2016
- Messages
- 13
Hello, i just started playing the CBP which is just installed like a DLL. I have quite a few questions and would be very gratefull for any informations about them. 
Is it possible that there is some bug with the trade routes? Two of my trade routes with food do not show a number of turns till they end anymore on the trade routes screen and they dont ever stop i think.
I tried to install this Mod http://www.picknmixmods.com/mods/CivV/UI/Trade Routes Enhancements.html which is also in the " Compatible 'out of the box' " category of this thread http://forums.civfanatics.com/showpost.php?p=13662804&postcount=10 ... oh well sry. Just found the mistake myself.^^ Obviously it was taken out of that list and i just saw an old post quoting it.
So is there some way then to enable me to stop trade routes? In general and also to fix those seemingly 2 broken trade routes of mine? I didnt see any mod which works with the CBP that does give such an option. Also...i wont have that option probably when i want to play multiplayer games in CBP i guess? Probably be far better just to use the standard CBP than to look for others who are willing to play with such changes?
Oh and really great job everyone involved. Great job of reinventing and enhancing a great game. Awesome features and balances!
I also have trouble with my vassal. I kind of got him early on by chance without knowing what it really does. I didnt realize i could make lots of demands on him. Should i exploit that? In general how does it work specifically in this CBP (not sure about the original game anyway but i played that somewhat so am used to how things react there) with diplomacy? Should i for example make many small trade contracts with other civilizations? Or is it ok to make one big one and will they acknowledge it in full? I noticed that i can trade 1 horse for 4 gold per turn for example and i can do that twice but if i trade 2 horse the AI suddenly is not willing to give more than 7 gpt...oO
How is it with gifts? Is it better to drive a hard bargain and then maybe give something as a pure gift without the other civ giving anything? Or will they notice if you give them a great trade anyway?
Oh and how do i get other civs to be my vassal? I had the Zulus on their knees with like 6400 Victory points willing to give me 2 of their 4 larges cities but they wouldnt have me vassaling them. Can i have only 1? oO
Also my liberated cities dont seem to impress a certain civ much who hates my early warmongering. I had hoped to earese that by liberating as many cities as i could but even after 5+ liberated cities from city states and other civs that particular civ is still at like -134 for warmongering in their opinion of me:/
Also how does it work with that "too much influence" negative when trying to get tribute from city states? -1000 and i had that in a state where i had just 63 influence. Just 3 above even being allied with them. In general does intimidating work like in the standard civ5 'Brave New World'? Military 'near' means 8 tiles, right? And one single cruiser intimidated a city state to +640?oO When my whole military being (by far i guess) number 1 just giving 100? Seems odd.
Not a bug but maybe someone can tell me if that came uo...its pretty annoying that you STILL must have ALL +xp for newly produced units in one city to reach that elusive 100xp and 4 promotions which gives you +1 range or 2 attacks in a turn right away. Mean you have to have one exclusive city for unit producing and that better be at the sea...since that city will very often be your capital for sheer production reasons you are almost forced to build that at an ocean.
Or is the best to build your capital into a social / arts / nation+worldwonder center and maybe your first harbor into the military producer? But inst it very unsatisfying that this ocean city has to produce land and air units too then if you want to get those 100xp?
I came on that about the xp cause i at first thought it great that you guys in CBP changed it around in barracks etc. so that any city can get 60 for 3 promotions. But then i realized witht he right found believ i think you cant only get to 90 but even 100 and that thats enough for a 4th promotion. Another reason btw. to get the first religion fast cause that belief wasnt available anymore when i got there.
:/
Is there some kind of comprehensive manual of CBP civ5? I just noticed for example that the area covered by using a Great General for a fort is 2 tiles now and not 1? You get new territory belonging to you in an area of 2 tiles from the fort? Does that scale with era or something? And is there any way of getting more spies preferrebly earlier too? If not shouldnt that be in the game? First of it would be realistic because spies where sent out very early in human history and also it would let the player make more informed deciscions if he spends the effort for it. I am thinking of building wonders and knowing if you will be able to finish them before someone else does it...
(on a side note would it maybe a good idea to let wonders be build twice as long as your civ and no civ you met has met the civ with the original wonder? i mean two people could get the same idea of building something if they dont know about each other...
)
Ok thanks to everyone who read this far and thanks in advance for any answers or informations.

Is it possible that there is some bug with the trade routes? Two of my trade routes with food do not show a number of turns till they end anymore on the trade routes screen and they dont ever stop i think.
I tried to install this Mod http://www.picknmixmods.com/mods/CivV/UI/Trade Routes Enhancements.html which is also in the " Compatible 'out of the box' " category of this thread http://forums.civfanatics.com/showpost.php?p=13662804&postcount=10 ... oh well sry. Just found the mistake myself.^^ Obviously it was taken out of that list and i just saw an old post quoting it.
So is there some way then to enable me to stop trade routes? In general and also to fix those seemingly 2 broken trade routes of mine? I didnt see any mod which works with the CBP that does give such an option. Also...i wont have that option probably when i want to play multiplayer games in CBP i guess? Probably be far better just to use the standard CBP than to look for others who are willing to play with such changes?
Oh and really great job everyone involved. Great job of reinventing and enhancing a great game. Awesome features and balances!

I also have trouble with my vassal. I kind of got him early on by chance without knowing what it really does. I didnt realize i could make lots of demands on him. Should i exploit that? In general how does it work specifically in this CBP (not sure about the original game anyway but i played that somewhat so am used to how things react there) with diplomacy? Should i for example make many small trade contracts with other civilizations? Or is it ok to make one big one and will they acknowledge it in full? I noticed that i can trade 1 horse for 4 gold per turn for example and i can do that twice but if i trade 2 horse the AI suddenly is not willing to give more than 7 gpt...oO
How is it with gifts? Is it better to drive a hard bargain and then maybe give something as a pure gift without the other civ giving anything? Or will they notice if you give them a great trade anyway?
Oh and how do i get other civs to be my vassal? I had the Zulus on their knees with like 6400 Victory points willing to give me 2 of their 4 larges cities but they wouldnt have me vassaling them. Can i have only 1? oO
Also my liberated cities dont seem to impress a certain civ much who hates my early warmongering. I had hoped to earese that by liberating as many cities as i could but even after 5+ liberated cities from city states and other civs that particular civ is still at like -134 for warmongering in their opinion of me:/
Also how does it work with that "too much influence" negative when trying to get tribute from city states? -1000 and i had that in a state where i had just 63 influence. Just 3 above even being allied with them. In general does intimidating work like in the standard civ5 'Brave New World'? Military 'near' means 8 tiles, right? And one single cruiser intimidated a city state to +640?oO When my whole military being (by far i guess) number 1 just giving 100? Seems odd.
Not a bug but maybe someone can tell me if that came uo...its pretty annoying that you STILL must have ALL +xp for newly produced units in one city to reach that elusive 100xp and 4 promotions which gives you +1 range or 2 attacks in a turn right away. Mean you have to have one exclusive city for unit producing and that better be at the sea...since that city will very often be your capital for sheer production reasons you are almost forced to build that at an ocean.
Or is the best to build your capital into a social / arts / nation+worldwonder center and maybe your first harbor into the military producer? But inst it very unsatisfying that this ocean city has to produce land and air units too then if you want to get those 100xp?
I came on that about the xp cause i at first thought it great that you guys in CBP changed it around in barracks etc. so that any city can get 60 for 3 promotions. But then i realized witht he right found believ i think you cant only get to 90 but even 100 and that thats enough for a 4th promotion. Another reason btw. to get the first religion fast cause that belief wasnt available anymore when i got there.

Is there some kind of comprehensive manual of CBP civ5? I just noticed for example that the area covered by using a Great General for a fort is 2 tiles now and not 1? You get new territory belonging to you in an area of 2 tiles from the fort? Does that scale with era or something? And is there any way of getting more spies preferrebly earlier too? If not shouldnt that be in the game? First of it would be realistic because spies where sent out very early in human history and also it would let the player make more informed deciscions if he spends the effort for it. I am thinking of building wonders and knowing if you will be able to finish them before someone else does it...

(on a side note would it maybe a good idea to let wonders be build twice as long as your civ and no civ you met has met the civ with the original wonder? i mean two people could get the same idea of building something if they dont know about each other...

Ok thanks to everyone who read this far and thanks in advance for any answers or informations.
