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How does one erase city maps one has placed?

I see how I can switch off the dot map display so it doesn't show when I am not using it. But I want to be able to wipe placements as I go so I can have a fresh map. Could do without the fuzziness of the overlaps..

Thanks!
 
I forgot which hotkey does what, but one of Alt-X or Ctl-X should erase the dotmaps. Right-click should erase an individual dotmap.
 
If you mean dotmap, I just posted the two related hotkeys above. One of them opens the dotmap feature which allows you to place the dotmaps.

A culture bomb could very well flip border tiles, but depends on the culture of the city(ies) you are trying to flip.
 
What is the hotkey for putting down city map placement guides in the first place?

If you use a culture specialist to put 4k culture in a city, will that help flip a border tile?

For starters, the dot maps are a BUG feature, so you have to be using BUG.Mod. Alt-X turns on the dot map feature. Then move the cursor to where you want the city and left-click. If you decide you don't want it there, now or later on, put the cursor on it and right-click. When you are done, Alt-X again to exit the dot map maker. After that, Ctrl-X toggles visibility, off and on, of the dot maps you have placed.

As for the culture, yes that will help. Each turn the culture that your city is producing adds to the total on the tiles around it. The 4 culture won't suddenly tip the balance but it does add up over time. A bunch of them adds up faster.
 
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You right click on a dotmap while you have the dotmap thing visible.

Edit: Oops, there was another page :blush:
 
At what point is worth building workshops? Having the Caste System+State Property civics and Guilds+Chemistry?

I play Pangea no huts no events if that matters.
 
Caste and Guilds is where a Grass Workshop equals a Grass hill mine. That's usually where I start building them in earnest. They take over the map once I get to State Property (and Chemistry... even if that eventually gets offset when I have to move out of Caste).
 
Caste and Guilds is where a Grass Workshop equals a Grass hill mine. That's usually where I start building them in earnest. They take over the map once I get to State Property (and Chemistry... even if that eventually gets offset when I have to move out of Caste).

So if i understood correctly, it's best to leave workshop spam to a point where State Property is unlocked aka Communism tech?
 
So if i understood correctly, it's best to leave workshop spam to a point where State Property is unlocked aka Communism tech?

Spam, yes, I think most would say with State Property since the extra :food: fundamentally changes the tile and you should have Guilds and Chem by then for the max :hammers:.

For building them at all, I find they have a role in filling in squares in larger cities that need a little extra :hammers: and/or are hitting their :health:/:) caps, when there are no more mines to work for example. This often happens near Guilds anyhow, for me. It might not be an optimal tile yet (in terms of raw yield), but it may be the optimal tile right then, for what the city needs. Still definitely no expert though.
 
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Most of my cities are 'production' cities by the Renaissance, and I start building and working Workshops on Grassland at Caste/Guilds, when I run out Hills to mine in a given city's BFC.

When State Property comes around (and Biology and Chemistry), that's when I start bulldozing Farms to replace them with Workshops, and building Workshops on Plains as well as Grassland. Rivers get Watermills.
 
For starters, the dot maps are a BUG feature, so you have to be using BUG.Mod. Alt-X turns on the dot map feature. Then move the cursor to where you want the city and left-click. If you decide you don't want it there, now or later on, put the cursor on it and right-click. When you are done, Alt-X again to exit the dot map maker. After that, Ctrl-X toggles visibility, off and on, of the dot maps you have placed.

I presumably have bug installed, but it doesn't work right, it worked before though. I wanted to make sure I was using the right hot keys. I run the game on Linux Wine, any recommendation as far as to where to go to get help for getting mods to work?

If you use a culture specialist to put 4k culture in a city, will that help flip a border tile?
As for the culture, yes that will help. Each turn the culture that your city is producing adds to the total on the tiles around it. The 4 culture won't suddenly tip the balance but it does add up over time. A bunch of them adds up faster.

I am talking about "Creating a great work" for 4k (k means thousand, so 4000) culture not "Joining a city." (which generates 12 culture a turn, not 4 culture) Sorry if I used the wrong term, but what do you think the k was there for?

I remember reading in a guide (not sure where that page is) that Creating a great work doesn't influence tiles? Does the option only exist for culture victories?
 
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I remember reading in a guide (not sure where that page is) that Creating a great work doesn't influence tiles? Does the option only exist for culture victories?
I think it doesn't directly influence tiles, but it does pop your borders. After that you produce more culture/turn on the tiles in the inner rings. Still not very useful for anything but cultural victories. If you get a low odds GA late game that cannot be used for a golden age, it can sometimes be helpful to bring it to the war front. Creating the great work will instantly bring a city out of revolt and grab a lot of land, which can be useful in the late game when captured cities might spend 10 turns in revolt otherwise.
 
Put the dot-map in edit mode (Ctrl-X or Alt-X ... memory is failing me) and right click on the offending dot. Same as taking down a sign.
 
The guys at Realms Beyond dug into the code around Great Works and it does influence files. IIRC, the more culture you are pouring into a tile, the more the influence. They said something like 'turn your culture to 100%, set off the culture bomb for the max influence from the bomb'. Sounds strange ... but that was my take-away from that discussion.

Don't ask me for a link ... it was over 10 yrs ago.
 
Can anyone point me in a good direction for getting help figuring out how to make the mods work under Linux?

Do stuff that give percentage, give percentage off each other? Like does a university give 25% more off the libraries 25% research? Is it 100% + 25% + 25%? Or is it 100% * 1.25 * 1.25? Similarly do structures like library increase the amount gained from libraries etc?
 
All bonuses are additive (not multiplicative) except for tile yield boosts and Bureaucracy in your capital. Add up the bonuses (e.g. Lib, Uni, 2 Monasteries, Oxford = 170%), and that's how much extra you get over the raw amount of beakers (works the same way for hammers (Forge, etc), espionage (Jail, etc), Commerce (Market, etc), and Culture (Cathedral, etc)).

So in a mundane city, 40 raw beakers + Library + University = 60 beakers, not 62.5
In your capital, 100 raw commerce is 150 base commerce with Bureaucracy, and with a Lib and Uni at 100% Science slider, that's 225 beakers.
 
The guys at Realms Beyond dug into the code around Great Works and it does influence files. IIRC, the more culture you are pouring into a tile, the more the influence. They said something like 'turn your culture to 100%, set off the culture bomb for the max influence from the bomb'. Sounds strange ... but that was my take-away from that discussion.

Don't ask me for a link ... it was over 10 yrs ago.
As I recall they changed the way culture-bombing worked in BtS. In Vanilla and Warlords, you could culture bomb a border city and get another civ's city to culture flip (not guaranteed, but could often do it.) But in BtS culture-bombing is only useful for culture victories and getting a captured city out of revolt immediately. BtS culture-bombing will pop borders.
 
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