Quick Answers / 'Newbie' Questions

There are other ways to happiness besides religion (in fact, there's an article in the War Academy on this site titled "Ways to Happiness... check it out). In the early game, Monarchy and :) resources can help out tremendously.

There are some good things about not having a religion; specifically, it can make diplomacy easier. You won't get dinged by anyone for believing in a "heathen religion", nor will you be bombarded with requests to convert (on the other hand, you won't accumulate "brothers and sisters of the faith" bonuses either). You can also take your time acquiring the techs that enable religious civics as they are of no benefit to you until you obtain a religion and convert to it. And you will not be subject to any AP votes, nor can the AP resident steal the game from you with a cheesy early diplomatic victory.

If you're isolated--i.e. alone on a continent that is surrounded by ocean tiles--you will to have any religions spread to you until you or another civ discovers Astronomy. If you want a religion desperately, prioritize researching that tech (it is a huge boon when you're isolated anyway).
 
How do I find out how much I will get from a trade mission? I know I've seen this on the forum before but I forget the key sequence.

Thanks.
 
How much trouble am I in if I don't have religion? ANY of them.
:confused:
F
a religion gives you 2 possibilities
1. You can get 1 luck with state-religion
2. You can build religious buildings (temple, monateries and cathedrals) with some boni

the 1. has a disadvantage that your foreighn relation can be better or worst.

the 2. There is additional bonus with the AP if one builds it

But it's clear you/some can win without religions.
 
How do I find out how much I will get from a trade mission? I know I've seen this on the forum before but I forget the key sequence.

Thanks.
You can with left mouse and shift go virtually in the city, then you see the way and you can go with mouse over the menu.
 
How can I increase the chances of a religion being founded in the city of my preference, because I don't like it when a religion ends up being founded in a small distant city
 
a religion gives you 2 possibilities
1. You can get 1 luck with state-religion
2. You can build religious buildings (temple, monateries and cathedrals) with some boni

the 1. has a disadvantage that your foreighn relation can be better or worst.

the 2. There is additional bonus with the AP if one builds it

But it's clear you/some can win without religions.

I was prepared to go with out it ala Monarchy, gold, furs etc. I had forgoten about and jumped at Taoism when it came up... so now between the two, they're happy for now.
:king:
F
 
How can I increase the chances of a religion being founded in the city of my preference, because I don't like it when a religion ends up being founded in a small distant city

You could spread multiple other relegions to a city you do not want a relegion founded in.
 
Am I right in hearing that the AI is unable to path-find between two points on a given continent via sea? So (for example) access to Africa must be across the Suez Canal, unless the AI is coming from the New World or an island? If they own such an island, will they (consciously) use a route via that island?

What about air-drops?
 
Am I right in hearing that the AI is unable to path-find between two points on a given continent via sea? So (for example) access to Africa must be across the Suez Canal, unless the AI is coming from the New World or an island? If they own such an island, will they (consciously) use a route via that island?

AFAIK that only applies if the route is hard-blocked by peaks. If it's open (but still not accessible due to closed borders for example) they can use boats instead (this I've certainly seen happen). Also they won't consciously hopscotch via an island but it can still happen "by accident".

Not sure what you mean by airdrops, paradrops or airlift? Airlift can happen, not sure about paratroopers (again, seen that happen over "normal" blocks but not over peak-blocks).
 
How much trouble am I in if I don't have religion? :confused:
F

Well, depending on who you talk to, it might mean you're going to hell. Others would say that you're finally free to see by yourself. Everything in between can also be found so that question can't be answered.
 
My question was in response to reading through the "King of the World" series. Specific mention was made of the peaks bug (they removed the peak separating North and South America in at least one of the games to address this).

My broader query arose from the Shaka KotW game, where they took over most of Africa and then "turtled". Maybe diplomacy worked nicely in this case, but everyone seemed to assume it was fine to just blockade Suez. (Plenty of wars did occur in that game, but Shaka was basically not approached for thousands of years.)

(The New World is traditionally tech-challenged due to lack of people to trade with and reluctance to cottage South America, so an invasion was not likely to come from there.)
 
This is a hopefully quick question related to modding. Is there an XML setting somewhere that increases the frequency of random events? When I'm testing a mod and I want random events to pop up I want a way to make them a huge deal more likely to happen each turn.

I'm pretty sure that simply increasing the weights by a huge amount only effects their probaiblity relative to other events - not the probability an event will occur at all.
 
globaldefines:

<DefineName>EVENT_PROBABILITY_ROLL_SIDES</DefineName>
<iDefineIntVal>100</iDefineIntVal>

lower numbers increase the chance of any event happening - note that the chance is also determined by

<iEventChancePerTurn>10</iEventChancePerTurn>

in EraInfos

the 10 shown above is for future era - where the chance of the two settings makes it a 10/100 chance per turn that any event occurs - in Ancient that is 1/100 - I would not change the settings in a way that you get total probabilities above 1 since I have no idea what would happen...
 
globaldefines:

<DefineName>EVENT_PROBABILITY_ROLL_SIDES</DefineName>
<iDefineIntVal>100</iDefineIntVal>

lower numbers increase the chance of any event happening - note that the chance is also determined by

<iEventChancePerTurn>10</iEventChancePerTurn>

in EraInfos

the 10 shown above is for future era - where the chance of the two settings makes it a 10/100 chance per turn that any event occurs - in Ancient that is 1/100 - I would not change the settings in a way that you get total probabilities above 1 since I have no idea what would happen...

... sounds ominous...

:bump: :run:

Thanks for the answer by the way.
 
At this point, a new player, I've read about combat but the answers are geared toward deep math and tons of numbers, neither of which addresses my very, very basic concern.

Could someone please point me toward understanding the process of battle. Of course, I have had a small barbarian skirmish and done fine. I suppose I need a broader view of a more complicated battle, how one positions for it, i.e. fighters are probably forwarded to the tile of the person being attacked, but what about catapults that supposedly use distance? What about the process of stacking units and moving them when some may move at a lesser rate?

Again, I tried, but an explanation of multisided dice math in depth made my eyes glace over for now.

Thanks!
 
Back
Top Bottom