Questions & Answers

Python files are reloaded by Civ every time you change and save them, so all edits you make apply to your currently active game immediately.

.. it can however sometimes cause the game to act weirdly, so it can be recommended to restart the game completely after modifying some of the game files while playing.
 
Yeah, you should of course know what you're doing, but you do, don't you? :crazyeye:
 
.. it can however sometimes cause the game to act weirdly, so it can be recommended to restart the game completely after modifying some of the game files while playing.

Yes, this is the correct explanation.

The game won't let me switch Egypt->Carthage->Rome.

Is there anything I can do to make the game more likely to allow the early Archery/Iron Working exchange?

It's not that this exchange is so critical, it's that it allows me to Open Borders with Carthage. Even if you take Carthage in the early game you'll lose the Roman fleet and destroy the city in the process.
 
Are Great Merchants supposed to be crippled at +1100 gold on trade missions, or is my game bugged? I'm trying to win the Malinese UHV, but could only get to 12.000 gold since my 4 Great Merchants only got me a combined 4400 gold. I was running out of time on my 2nd goal, so the first went only went as far as one of the Portuguese colonies in Morocco, but the next ones went to Constantinople, another to Hangzou, and the last one I sent back to Portuguese Morocco, since neither distance nor destination city size seemed benefit me in the least.

This happened in my Incan UHV game as well - Mayan cities, Aztec cities, even European colonies in North America all gave me only +1100 gold, but in the Incan game, one trade mission was all I needed to achieve their goal.
 
It's not that this exchange is so critical, it's that it allows me to Open Borders with Carthage. Even if you take Carthage in the early game you'll lose the Roman fleet and destroy the city in the process.
Rhye forbade tech trades for a certain amount of turns, so if it's that what's affecting you it can probably be turned off by modifying the diplomacy AI (it's in the DLL though).
 
Does the AI just cheat on emperor? Or is it really smarter?

When Alexander the Great declared war on me it was rather underwhelming.
 
It's an AI, of course it "cheats". Different difficulties only affect your and the AI's production, tech rate, upkeep etc.
 
Which also means if you don't build your first city quickly enough, you won't get your workers... For instance, after my first attempt at carthage flopped, I thought my the answer might lie in having my capital further west (to get ivory quicker), so waited until one settler had sailed there before founding Carthage, After discovering I didn't get my workers, I quickly terminated that plan...

Cheers, Luke

I have a similar question to the one this was an answer for..

I started an Ethiopia game and moved 2E1S to found Berbera. That may have been long enough to miss the 3 worker spawn that Ethiopia gets, but my question is this: Does the location in which you found the capital have an effect on whether or not you get the workers later, or is it entirely dependent on turn and having a city?

If I feel especially gamey and go 10+ tiles off the reservation, no workers for me?
 
I'm playing as Arabia, and after forcing my vassals France, who was in control of Rome, to convert to Islam, Rome lost it's status as Christian Holy City - the F7 screen now showed it as "none". I was playing a modmod, but not sure if this has anything to do with this, hence I'm posting it here - I did not know that holy cities could lose their status, apart from when the city is razed or the AP is built? :confused:
 
It would help to know which modmod you're playing :)
 
I didn't know whether it was just me being noobish, and it was a feature of of RFC I just wasn't aware of. Jarkovs Civs. in Abundance - if you don't know any explanation for regular RFC, it may have something to do with some changes in the that then; guess I'm gonna post in the thread there instead.
 
In regular RFC there's no way I can think of for a city to lose its holy city status.
 
Actually the losing Holy City thing is an age old BTS glitch that can happen on game load or the city changing hands. I just rebuild it with worldbuilder.
 
I have NEVER seen BtS lose a holy city when loading or taking cities.

It's been happening to me since I patched up to 3.19 on my Complete edition. Maybe it's not there in reg BTS?
 
Hi, how easy would it be to alter the effects of the civics in RFC. SPecifically I would like to change the Commonwealth Civic to negate any stability loss from rebelling cities or new spawning civs. As the instability is indirect the easiest solution might well be a simple stability bonus when such successions occur. How easy would this be to add?
 
Depends. How familiar are you with Python?
 
Hmm.. Not especially! Would I have to change lots of lines or could it be a case of targeted alterations? (which would mean learning less!) Could a complete Python novice approach this?
 
Well it's more the ability to "read" Python to locate the effects you mentioned in Stability.py. If you know which lines are responsible, it's easy to disable them for everyone using Commonwealth.

I don't know enough of the stability code to know where to look at least.
 
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