Questions & Answers

are you sure? If that's true why? Wouldn't it be cooler if you could just keep switching civs as your old ones get destroyed?
 
It's so that you can play an early civ for a while before the civ that you really want to start with arrives historically. It's more interactive than just watching autoplay resolve the turns.
 
The new patch (which I'm beta testing) includes the unlocked 3000BC and 600AD versions, so no need for switching any more.
 
The new patch (which I'm beta testing) includes the unlocked 3000BC and 600AD versions, so no need for switching any more.

by unlocking you mean you would be able to choose spain at the 3000 bc menu. will this in someway allow one start as rome from 600 ad, with historic dates. for instance greece reappears at 1848.
 
It doesn't seem like the stability civics are working. I had three for all my stability indicators except for economy which was at 1. But I was using the Commonwealth civic, which is supposed to make economy irrelevant to stability. But my civilization was still unstable, cities were still declaring independence, and it even got to the point of collapsing. Yet none of the indicators except economy were down. Why is this?
 
No, Commonwealth doesn't "make economy irrelevant to stability". It simply eliminates stabliity penalties for low numbers of traded resources and an economy in deficit.

These are each just minor components of the economy stability factor, which is actually measuring quite a number of things. Overall, it is a measure of how much your economy is growing. If you have 1-star rating, then your economy has been stagnant or maybe even going backwards for some time. I almost always get a 5-star stability factor for economy. It is one of the easiest to get up to 5-stars in, compared to foreign for instance which is much harder to improve.

To make your economy grow, you need to increase the amount of commerce your cities bring in from the last turn. This can be done by building cottages, which then grow to hamlets, villages and towns and thus continually grow your economy. Replacing some mines with windmills is another way, as is increasing the value of your trade routes by diplomacy or by building lighthouses/custom houses.
 
Also, use the CvFinanceAdvisor.py file from RFC RAND until the next patch comes out, as it will give you the numbers behind the stability. You could be pulled down in other areas as well as 5 stars in one category could be +5 while 3 stars in another could be -20. The number of stars is pretty much irrelevant to the effects of stability (the actual number is what you need to know), so the information is currently useless.
 
short question:
I modded your mod (which came with my copy of BTS). I changed the iResearchPercent from 105 to 800. Where should I save this changed file? Is there a custom folder for this like there is a custom folder for the original game it self?
 
What's the difference between tech brokering and tech trading? I thought it was the same thing, but not brokering is removed and you can still trade techs.

Is it the mechanic where techs become cheaper as more civs research them?
 
Tech Brokering is where you may trade a tech that you did not research yourself but procured in a trade. 'No Tech Brokering' is an option where this is disallowed and you may trade only those Techs you have personally researched.
 
Ah, I see. While, that makes little sense to me logically, I can see why that would help slow down the game to a more appropriate level.
 
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