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Quick Answers / 'Newbie' Questions

Is there a way to tell how much production you will get for chopping a forest and which city will receive it without actually moving a worker onto the forest?
I THINK you can hold down shift, give the orders and it will display what it would if the unit had been moved. I could be wrong, it works for some things.
 
I THINK you can hold down shift, give the orders and it will display what it would if the unit had been moved. I could be wrong, it works for some things.
Yep..I do that some times. Just have to be careful doing it. Cancel the worker action with the button
 
I THINK you can hold down shift, give the orders and it will display what it would if the unit had been moved. I could be wrong, it works for some things.
I found some something searching online similar to that but I can't get it to work.

First, give what order. The order to move? The order to chop? Anyway when I hold down shift and order to move it seems I can set up way points, but is there a way to cancel this if you don't want to do that move? Cancel order button doesn't work.

If hold down shift and tell a worker to move to a tile and keep holding down shift, and hover over the cut command, that cut command will still only tell me what chop on forest for the tile the worker is on.

What am I doing wrong?
 
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I found some something searching online similar to that but I can't get it to work.

First, give what order. The order to move? The order to chop? Anyway when I hold down shift and order to move it seems I can set up way points, but is there a way to cancel this if you don't want to do that move? Cancel order button doesn't work.

If hold down shift and tell a worker to move to a tile and keep holding down shift, and hover over the cut command, that cut command will still only tell me what chop on forest for the tile the worker is on.

What am I doing wrong?
I have just tried this, and it works for me:

Select worker
Hold down shift and keep it down
Click the "Go To" button
Click the target tile
Hover over the cut command, the popup text should display info relevant to the new tile
 
Workspace 1_999(004).jpg

I am trying here, for sure I don't need a mod to do this? Anyone able to determine something I am doing wrong from this screenshot?
 
So it is +25% over e.g. 100, and then another +25% over the same 100, leading to 100+25+25=150.
And so it is not +25% of 100 = 125 and then +25% of 125 = 156.25.
So the game must use some kind of 'total amount before multiplication modifiers'-value, as if you simply do it sequentially you end up getting the 156.25.
That is correct and if you have BUG and you hover over the yields on the top left of the city screen you can see the calculations exactly. Same mod I think also breaks down the trade route yields, the number of hammers including chops and hurry mechanics, etc. Even for buildings you haven't built yet it gives you the actual benefit (absolute value) of a building given the city's current yields, in addition to the bonus expressed as a percentage.
 
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Then I'd keep an eye out for the Great Artist born announcement. I really know no other way if you haven't met the AI in question. Going for Music can sometimes simply be a risk, but if you are playing lower levels there is no reason you can' get it.
On that topic I'm curious about where the information in the 'Can research' column of the tech trade advisor screen comes from. Is it based entirely on the info from the diplomatic screen? So at most it can show you things two techs away? (e.g. if I have Aesthetics I can see via diplo if an AI has Drama, and I know they have Math, so the tech trade advisor can infer that the AI "can research" Music. But in fact the AI might already have Music and I wouldn't know from this screen, correct?).
 
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No, you can always reliably deduce the correct tech level of the AI via the trade advisor screen. It's just a bit of work. If they have Music already it won't appear in the 'Can Research' column.

Put the other way around, if they have all prerequisites for a tech already but it does not appear in 'Can Research' you can infer they possess said tech.
 
View attachment 673777
I am trying here, for sure I don't need a mod to do this? Anyone able to determine something I am doing wrong from this screenshot?
I am not sure, that looks exactly like what I did. Are you on the latest version? Does it show the correct action buttons when you do this, ie. does it show mine if you tell it to go to a hill from a flatland?

I shall ask how you took the sceenshot? For me shift-print screen is "save screenshot as named file" so it looked like the below:

Spoiler Screenie not showing popup :
04qItC8.jpg
 
It's likely due to 5 segments as opposed to 1.
 
No, you can always reliably deduce the correct tech level of the AI via the trade advisor screen. It's just a bit of work. If they have Music already it won't appear in the 'Can Research' column.

Put the other way around, if they have all prerequisites for a tech already but it does not appear in 'Can Research' you can infer they possess said tech.
Interesting, I thought those screens were just compiling info available by opening a trade window with each of the AI, but this seems like extra knowledge.

EDIT: I just verified and indeed it seems not based on trades available. For example of the opposite case (seeing a tech under 'Can Research' without having the pre-pre-requisites), in a game where I have Printing Press but not Guilds or Banking, I can see that an AI can research Rifling. I'm curious which "public" information allows the advisor to deduce e.g. that they have Replaceable Parts (I guess in this case you could see if he has a lumber mill... but it that always something like that?).
 
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No, you can always reliably deduce the correct tech level of the AI via the trade advisor screen. It's just a bit of work. If they have Music already it won't appear in the 'Can Research' column.

Put the other way around, if they have all prerequisites for a tech already but it does not appear in 'Can Research' you can infer they possess said tech.
If they don't have the prequisites for Music it won't appear in the can research either though. Which is where I was talking about memorizing the tech tree comes in.
 
If they don't have the prequisites for Music it won't appear in the can research either though. Which is where I was talking about memorizing the tech tree comes in.
You can look it up but for techs you commonly race for you end up remembering them after a while...

But in any case, to know for sure if they have the prereqs or not, you need yourself to have researched the "pre-prereqs". So by the time you research Aesthetics you know if an AI that you can tech trade with already has Literature or Drama, in which case (on a high difficulty level) they will probably beat you to Music first. Not 100% but the AI tends to go for a tech giving it free stuff if it has the prereqs. Committing to Aesthetics is the risk here, but at least it's a tech you can trade with the other AIs for other good classical techs.
 
You can't directly tell if the GP is from tech or GPP, but there aren't a lot of GA-producing wonders pre-Music, Drama (for artist slots to produce a GA) is only one tech before Music, and AIs rarely run artists long enough to produce GAs (unless committed to a culture victory.) If you see a GA pop before you have Music, it's a good bet an AI beat you to it.

PS: Can you start a "TruePurple's Questions" thread?
 
Well that aside, that doesn't help with knowing whether you've been beat to other GP giving tech latter on or the free tech tech.
I'm definitely getting a message at the start of turn when another civ gets Liberalism first or first to circumnavigate the globe. Not sure if it's only if I met the Civ (or like the new religion on wonder message that always occurs even if you haven't met them). In terms of whether it's good or not that techs granting free GPs don't work the same, this is a bit outside the scope of this thread which is to answer questions about game mechanics.
 
I've been playing on lower difficulties recently and noticed, that there is the same base happiness level on any difficulty - +4. Doesn't matter, whether it's Deity or Noble. Has it always been like this?
I thought, on lower difficulties you get more happiness by default. Was it in the old version, or maybe I just have false memories?
 
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