Questions, rules about ideologies, corporations and monopolies, hopefully place to find many of them in one place

Jeddite

Chieftain
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Feb 4, 2025
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It's time to try peaceful progress, fealty, industry, autocracy no puppets (I hate puppets) science/culture victory! as I always underutilize autocracy, cause it's clearly worse than order/freedom in any non-imperalist murdering everybody games. I have seas of siheyuans and thought of Wang Huning to guide me. I can more-or-less match science bonuses of freedom/order with the siheyuans and two things can give me as much production as progress: 1. bonus for combat and double razing will give me more cities and more vassals, and 2. coal for city-states allies and +50% strategics, may give me enough for factories and coaling stations in every of my planned Centaurus Extractors 25-27ish cities. Autocracy will allow me to get de facto bonus armies (their actual, not tribute but that too) and less but comparable to freedom/order bonus science/culture from Great Iron Wall of Vassals of planned 2 vassals (out of 14 civs in the world, always amazing Milae's Map with +33% land tiles percent in addition to already 10% larger hexes number in total) and I can give them tech and allow them to be strong 10-ish cities as they will be permanent. That's very unorthodox for peaceful games but should be more unique and fun, I sharply raised post industrial tech costs and it's my custom half epic (+25% for everything, +33% for science/golden age costs), I will face like both naval and land power of united order progress rationalism powers, instead of being allied to them which should be much more fun and competetive late game. My question is how does this things work:

I will have 20 plot tiles coal plus 5 from refineres, maybe I will try Soho Foundry which is another 5 (4 plus a free factory) but rather I need to reserve wonder penalty for other things most likely. No CS has coal.

I have zealotry for strategics (+25%) which gives will give me 5 coal.

I will have at max 6, let's say 5 reliable, at my borders CS allies. Which will give me 5 bonus from allies from autocracy.

Finally I will have +50% strategics from strategics.

Questions:
How will this work. Are coal and oil from CS allies subject to monopolies and +% bonuses from autocracy and zealotry, or are they like production from trade routes, not subject to modifiers? I assume the latter.
Does +50% strategics affect those CS allies coal and oil and bonus ones from zealotry, like bonus on top of everything else, or do they count only tile/refineries/soho foundry, like normal modifier additive or completely separate to zealotry?
Are zealotry, autocracy CS allies and +50% strategics autocracy affect monopolies? I assume yes (they highly should, Hexxon Refineries is already rare though it's half-redundant when you alraady have global monopoly on oil or coal in order to found it, but that's another matter)
Does zealotry or +50% strategics autocracy affect paper, or it does and it's just not listed in the tooltip? I assume not
Oh, there is also statecraft bonus for 3 allies, IIRC this one is unique in that it does include paper, but do they count toward monopolies, or zealotry or autocracy bonuses?
Finally does +25% zealotry or +50% strategics from autocracy affect strategics from Hexxon?
And by the way, does Civilized Jewelers double trade route speed mean they finish faster (mega import-ant for culture victory or corporation expansion, would be OP on top of Jewelers already being OP)? In my gut feeling during many games with it they don't
And always remember how crucial Firaxite Minerals is for Germany or any statecraft/diplomatic civ is!

Edit: Autocracy, gives +100%, not 50% to strategic resources wow! However original questions still stand. And it makes Hexxon even more redundant, saddly.
 
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It's time to try peaceful progress, fealty, industry, autocracy no puppets
Great Iron Wall of Vassals of planned 2 vassals
"peaceful"

I assume the answer is "yes" to all of your questions, but honesty have never tried these combos.

Civilized Jewelers I have tested, and it can (but doesn't always) lower trade route duration. What determines trade route duration is somewhat mysterious to me. So here is the code
Spoiler :

Code:
int CvGameTrade::GetTradeRouteTurns(CvCity* pOriginCity, CvCity* pDestCity, DomainTypes eDomain, int* piCircuitsToComplete)
{
    // calculate distance
    SPath path;
    bool bTradeAvailable = GC.getGame().GetGameTrade()->IsValidTradeRoutePath(pOriginCity, pDestCity, eDomain, &path);
    if (!bTradeAvailable)
        return -1;
    int iDistance = path.length();
    CvPlayer& kOriginPlayer = GET_PLAYER(pOriginCity->getOwner());

    // calculate turns per circuit
    int iRawSpeed = kOriginPlayer.GetTrade()->GetTradeRouteSpeed(eDomain);
    int iSpeedFactor = (100 * SPath::getNormalizedDistanceBase() * path.length()) / max(1,path.iNormalizedDistanceRaw);
    int iRouteSpeed = int(0.5f + iSpeedFactor*iRawSpeed / 100.f);

    float fTurnsPerCircuit = 1;
    if (iRouteSpeed != 0)
        fTurnsPerCircuit = (iDistance * 2.f - 2) / iRouteSpeed;

    int iTargetTurns = /*30*/ GD_INT_GET(TRADE_ROUTE_BASE_TARGET_TURNS); // how many turns do we want the cycle to consume
    iTargetTurns = iTargetTurns * GC.getGame().getGameSpeedInfo().getTradeRouteSpeedMod() / 100;
    iTargetTurns += iTargetTurns * kOriginPlayer.GetTrade()->GetTradeRouteTurnMod(pOriginCity) / 100;
    iTargetTurns = max(iTargetTurns, 1);

    // calculate how many circuits do we want this trade route to run to reach the target turns
    int iCircuitsToComplete = 1; 
    if (fTurnsPerCircuit != 0)
        iCircuitsToComplete = max( int(iTargetTurns/fTurnsPerCircuit), 2);

    // return values
    if (piCircuitsToComplete != NULL) 
        *piCircuitsToComplete = iCircuitsToComplete;
    return int(fTurnsPerCircuit * iCircuitsToComplete);
}
where the speed function is
Code:
int CvPlayerTrade::GetTradeRouteSpeed(DomainTypes eDomain) const
{
    UnitTypes eUnitType = GetTradeUnit(eDomain, m_pPlayer);
    CvUnitEntry* pkUnitInfo = GC.getUnitInfo(eUnitType);

    if (pkUnitInfo)
    {
        int iMoves = pkUnitInfo->GetMoves();
        if (m_pPlayer->GetTRSpeedBoost() > 0)
        {
            iMoves *= m_pPlayer->GetTRSpeedBoost();
        }

        // Corporation trade route modifier
        CorporationTypes ePlayerCorporation = m_pPlayer->GetCorporations()->GetFoundedCorporation();
        if (ePlayerCorporation != NO_CORPORATION)
        {
            CvCorporationEntry* pkCorporationInfo = GC.getCorporationInfo(ePlayerCorporation);
            if (pkCorporationInfo && pkCorporationInfo->GetTradeRouteSpeedModifier() > 0)
            {
                iMoves *= pkCorporationInfo->GetTradeRouteSpeedModifier();
                iMoves /= 100;
            }
        }
        return iMoves;
    }

    ASSERT_DEBUG(false, "Undefined domain for trade route speed");
    return -1;
}
It does make the units move further each turn. This would have mattered for Portugal UA Trait_YieldFromRouteMovement, but it got changed to only count active routes iirc.
You can see there's some duration the route cannot go below, so short routes never benefit from the speed increase.
Then there is also a rounding step with this speedfactor thing. If this product doesn't go up sufficiently we wouldn't see a change either, so for low speedfactor, doubling the rawspeed might not get you to the next integer and so you get rounded down. This seems like it would also be for short routes since speedfactor seems to be proportional to path length.
And then the speedfactor itself: apparently longer routes are given more movement. So the difference in speed terms between a long route and a short route is compressed -- so they might hit the lower limit too I guess, if the factors work out to such.
 
The pathfinding itself is also complex. That determines both the distance and speed factor.
 
Thanks guys. I can confirm so far:
Not yet refinaries, but I have +100% strategics from autocracy, it takes into account tile resources, doubles. Then zealotry works ON TOP of that, so you get 25% of doubled resources together.
 
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