Quick Questions and Answers

Is there a possibility to get older versions of mods for Civ V G&K? I started a game in december (with G&k Enhanced Mod v1.12.11 (v.1) and Civ V Unofficial Patch v2.3.2. (GK) v.1 - some days ago I wanted to play offline - but all the mods were deleted. When I was online again the newest updates of the mods were installed automaticly and now I can't finish my old game.
I did not find a kind of archive for former mod-versions yet - is there one?
Thanks for help!

Not that I know of. If you're playing a modded game, I'd highly recommend turning off automatic updates to Civ 5 until you're done your playthrough for just this reason.

What up with the AI CANCELLING research agreements? So I spend my hard earned gold and they cancel and I LOSE my money?

The only way to cancel a RA that I know of is through war of elimination. But in short, yes, you should not enter into a research agreement with a civ you expect to be at war with before it ends. Be mollified in that they lose their hard earned gold as well.

Just wondering about something. I've noticed before that when you go to make a Declaration of Friendship with another civ, that the tool tip for the button says that "making this declaration will often deter aggressors", or something to that effect.

Is this true? Does having DOFs with other civs make you less likely to be attacked?

Yes and no. If you're friends with a military powerhouse, other civs will take that into consideration before attacking you, under the assumption you can bribe your strong friend to join the fight on your side cheaper than you could without the DOF. You also first need a DOF before you can get a defensive pact, which definitely weighs in your favor in deterring aggressors. On the other hand, if you become friends with someone's enemy, they will not be pleased and your relations will take a hit, making it MORE likely they will attack you as well. As such, it's seldom a good idea to DOF someone who's getting piled on by all vultures, lest you bring their scavenging down on yourself next.
 
Does the "earth" map type have more abundant luxuries than the others? I just started a game and so far I've seen craziness such as religious city-states with 3 different luxes. I've never seen this kinda stuff in my continents games, but it sure makes expanding a lot easier. Is this common or did I just spawn a really weird map?

Resources were set on standard, map size large.
 
You also first need a DOF before you can get a defensive pact, which definitely weighs in your favor in deterring aggressors.


So the AI takes defensive pacts into consideration?

Does the "earth" map type have more abundant luxuries than the others? I just started a game and so far I've seen craziness such as religious city-states with 3 different luxes. I've never seen this kinda stuff in my continents games, but it sure makes expanding a lot easier. Is this common or did I just spawn a really weird map?

Resources were set on standard, map size large.

The Earth map is a pre-made map of our planet. The game doesn't generate maps when you choose Earth, if that's what you're thinking. It's the same one every time, but you just spawn in different places every time.

You may have just spawned in a good area.
 
Yeah I know how the earth map roughly works, but I thought there were still random elements? I started where Greece would roughly be, expanded to italy and turkey and around the black sea. Jerusalem and Manila both are north from me with both having 3 different luxury resources while they are maritime/religious types, so no "bonus" luxuries.

While its kinda amusing to be at turn 150 with 7 cities and 25 excess happiness without any trading, I'm not sure this is the type of game I wanna play if this is typical for the map type.
 
Yeah I know how the earth map roughly works, but I thought there were still random elements? I started where Greece would roughly be, expanded to italy and turkey and around the black sea. Jerusalem and Manila both are north from me with both having 3 different luxury resources while they are maritime/religious types, so no "bonus" luxuries.

While its kinda amusing to be at turn 150 with 7 cities and 25 excess happiness without any trading, I'm not sure this is the type of game I wanna play if this is typical for the map type.

I don't know, there may be random elements. But if there is, I don't know how typical this kind of map is.

Welcome to Civfanatics, by the way.
 
Yeah I know how the earth map roughly works, but I thought there were still random elements? I started where Greece would roughly be, expanded to italy and turkey and around the black sea. Jerusalem and Manila both are north from me with both having 3 different luxury resources while they are maritime/religious types, so no "bonus" luxuries.

While its kinda amusing to be at turn 150 with 7 cities and 25 excess happiness without any trading, I'm not sure this is the type of game I wanna play if this is typical for the map type.

What level are you playing on? At the lower levels happiness is a lot easier to manage.
 
Earth maps are luxury parties. There's a lot of 'em. I had quite a few of them played and it's pretty much the same happy-fest every single time. So far only one North European start was a tad slower, although that happened just once. The second time I got North Europe I had off the coast of Norway a fisherman's paradise.

Earth maps are pregenerated to look like Earth, and also have tons of luxuries. (I remember this empty place west of the Andes, with 2 sea based resources, 2 grains, citrus and something based on mining. Can't remember map size (Huge or Large maybe), and I can't remember if it was desert or plains, but that was a lovely cozy place. Too bad I started in Asia.

Earth maps also have predestined starting positions: something like 3 Asia, 3 Africa, 2 Europe, 1 between Europe and Asia, 1 Arabia, 1 N America, 1 South America. Oceania is left barren, and the two Americas are a nice cozy start at lower difficulties. Being on the old world helps at Emperor and above so that you get more trades fast, but you usually need to send a party to kill a runaway in North America.

I found the Earth map great, but at some point it gets too repetitive because you know all the pretty shortcuts.
 
Could somebody explain how to understand city/tile yields in relation to your citizens? For example, say I have my city on a hill (2 food and 2 production) and I have my citizen working a food tile for 2 food. Do citizens provide 1 production by themselves? I found in the forum that there's a bonus for a city on a hill? So is the 5 production from 2 from the hill + 2 from the bonus + the 1 citizen? I think I get the food part since I have 1 citizen that consumes 2 food, so the +2 food in the city overview makes sense there. I just don't get how the production is calculated. Thanks.
 
Citizens themselves provide no production bonus. The bonus for a city on a hill is one extra hammer (due to the hill) vs. the normal flatland city yield of 2 food and 1 hammer.

Workers can create tile tile improvements that provide production bonuses (e.g., pasture for cattle will create one hammer on the cow tile). Certain buildings can provide additional hammers that appear in the city center tile (e.g., city on a hill with a water mill will show 3 hammers in the city center). Other buildings that provide production show the extra hammers in worked tiles (e.g., city with a stable will show an extra hammer on every sheep, horse, etc. tile, a city with a forge will show an extra hammer on iron tiles, etc.).

Similarly social policies that provide extra hammers will also appear in the city center tile. Same for religious beliefs that provide hammers due to city activity (e.g., God of Craftsmen, Guruship), as opposed to tile activity (e.g., God of the Sea, where the hammer appears on the sea tile).

Finally, buildings, social policies and religious beliefs that provide percentage boosts to production don't show that in the city center or individual tiles; those boosts appear as multipliers in the City View production summary.
 
Comes from (A) the 2 hammers on the city center hill plus (B) the palace (+3 Production, +3 Science, +3 Gold).

Unfortunately, the palace (which only exists in your capital) is an exception to my statement above that the hammer yield of non-tile-driven buildings is shown in the city center tile (I should have remembered that).

Palace yield only shows up in the production summary (top left of the screen) in City View.
 
When a unit earns a promotion, you can click on Edit name to give the unit a different name. Personally, I don't bother, but some find it beneficial to more easily keep track of which unit is which.
I NEED it for my destroyers.

A destroyer with a city attack bonus (Ironclad) does behave very different from my Pirates (Privateers).

Capturing a ship with a Ex-Ironclad results in 100% unit loss.

Also range notices / range 2 or 3 for frigates helps.

I would like to know how it can view all promotions a unit has. I can only see up to 7 if i mouse-over the icons, but later my units tend to have 15+ promotions.
 
I would like to know how it can view all promotions a unit has. I can only see up to 7 if i mouse-over the icons, but later my units tend to have 15+ promotions.

At one point there was a little mod out there that condensed the ranked promotions into one displayed icon (i.e. if you have Drill I, II, and III, it would just display the III icon), but there is no way to view more than the allotted space in the un-modded game. It's a feature I've been rooting for since the initial release, but to no avail.
 
I have a question about the Celts' UA. It says that they get +1 Faith for each adjacent, undeveloped forest tile. As you can see from the screenshot, I have plenty of adjacent, unimproved forest tiles yet I'm still getting only one faith per turn, and that's from the Shrine. Am I missing something painfully obvious here? I've noticed similar issues with other tile-based mechanics. Like the pasture religion perk not doing anything, and so on.Here's the screenshot.
 
The forest tile needs to be adjacent to capital. So either you have one forest tile next to your capital, or three (for the +2 faith). They can be improved and still get faith as long as they are not chopped down.
 
At one point there was a little mod out there that condensed the ranked promotions into one displayed icon (i.e. if you have Drill I, II, and III, it would just display the III icon), but there is no way to view more than the allotted space in the un-modded game. It's a feature I've been rooting for since the initial release, but to no avail.
Currently I want to hunt down all achievements. At this time it seems that achievements gets disabled if I start the game with a mod.

I would love to use info addict and Civ V Unofficial Patch (G&K), but I was not able to figure out how I can keep achievements enabled.
 
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