Quick Questions and Answers

I already posted this yesterday on another thread on ST subforum but since no-one seems to be reading it anymore i will repost it here. Sorry!

How does this bulbing really work? If I remember correctly it is written that you should select tech so you wont waste beakers. However this happened in my last game
1. I researched scifi theory and bulbed without selecting next tech. Then I selected electricity and it had one turn left to research. Then I reloaded because of this mistake

2. After researching scifi theory i selected electricity and bulbed. It had now 2 turns left to research. No I see option 1 wasnt mistake afterall

I thought it was supposed to work vice versa?
 
It's Research Agreements where it's desirable to have a tech queued up, because otherwise overflow beakers are allocated to a tech selected by the game, which never seems to be the one you would have chosen. With bulbing, the overflow is not allocated to a tech until the next turn, so it's not important to have one queued before bulbing.

With bulbing, the thing to beware of is the overflow cap, which can result in lost beakers.

I would suggest that there is some other factor at work in what you saw. Maybe post a save?
 
I spotted two bugs in my current game. The first is really annoying: I cannot capture a city because it has another AI unit in it (=America captured an Shoshone city but for some reason the Shoshone worker is in the American city). Interestingly I can bombard it as long as I dont use rightclick but I cannot capture the city without declaring war on the Shoshone which I want to avoid... Is there any way to resolve this to capture the city without declaring war on the Shoshone?

24l7a09.jpg


Other one is just interesting. Apparently the AI is allowed to plop cities 3 tiles from each other:

3505qj5.jpg
 
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The second is not a bug -- any player (including the human player) can settle cities 3 tiles apart (i.e., separated by two intervening tiles) if the two cities are on separate land masses, as is the case in your screenshot.

The first is kind of a mixed bug -- If the Shoshone have open borders with American, a worker could be sitting there, but it is buggy that the Shoshone worker just hangs out there indefinitely.
 
Thank you for the answer - I did not know that landmass rule.

The Shoshone and America are at war so that worker should not be sitting there. Any idea how to make them move? (it would be fine if the Shoshone recaptured the city but they are so lame they cannot make it happen even if I bombard the city to 0.)
The second is not a bug -- any player (including the human player) can settle cities 3 tiles apart (i.e., separated by two intervening tiles) if the two cities are on separate land masses, as is the case in your screenshot.

The first is kind of a mixed bug -- If the Shoshone have open borders with American, a worker could be sitting there, but it is buggy that the Shoshone worker just hangs out there indefinitely.
 
Sorry, I've played way more hours of Civ V than I care to admit, but don't ever recall having that situation.
 
You could try bribing either of them to make peace with each other, might move the unit out of borders.

Or you could try the In-Game Editor mod (IGE) and try to delete the unit.
 
Well afaik units cannot stay in another civ's cities (but prob can walk through) with the exception of capturing so it's probably a bug.
 
So after 5 or so turns the worker moved away and I could capture the city. Still very odd. It must be a bug. It was originally Shoshone city and Americans captured it - so the worker should have been captured in the city OR if outside then it should not be able to move inside.

Well afaik units cannot stay in another civ's cities (but prob can walk through) with the exception of capturing so it's probably a bug.
 
If you trade away a city with your units in it, they can sit there. That does not quite explain this bug though. Are you playing GnK or BNW?
 
Do you get free settlers only in settler level as shoshone? How about free workers?


Is general consesus here that selling useless cities to AI because of happiness problem is scheatin? I consider it scheating and I know Im right
 
You get a free settler as a Liberty social policy - but I am not sure what you mean - please be more specific.

I do not think anything that you play with AI should be considered cheating - anyway you play for fun, right?

Do you get free settlers only in settler level as shoshone? How about free workers?


Is general consesus here that selling useless cities to AI because of happiness problem is scheatin? I consider it scheating and I know Im right
 
I mean from ancient ruins. You can select settler from them in settler difficulty. Is it only in settler level or also prince? Other civs get settlers randomly from them

Edit: I play for pain and all loopholes make me sick
 
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I think it's settler and cheiftain, not sure.
Ofc all civs can get it, Shoshone only gets to choose (still very very good)
 
That is true. I was talking about improvements like Mines, Farms, etc. On the gold overall it says how much you are expanding in improvements but not how much per improvement and which improvements in fact.
Only Roads and Railroads have costs. Farms, mines, pasture , etc. doesnt have costs.

The Academy is now a tile improvement. Put your Great Scientist on a tile outside and build it there. It gives 5 beakers.

I have one big problem: I can't get enough money! I know this is a big question but what are the main sources of gold in this game? How do I get the best out of a gold-specialized city?
Exploring a luxury resource, connecting a city to the capital, establishing trade routes. There are others less evident but u will find out!
 
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Hello, need help. How is this city's production so low? It was conquered about 80-100... Thanks!
WTH civ 5.PNG
turns before that. Thanks!
 
You should have your citizen management box expanded (top right corner) to see where the citizens are assigned. Is your city on food or gold focus? If you conquered it and it was a puppet for a while before annexing, it remains on gold focus. If so then the city is probably working those 2food 2 gold coast tiles instead of the mines. A good practice is to manually assign your citizens on the best tiles.
 
Just noticed that when I put a unit in a city there is a big rise (6) +gold/turn. 5 cities that's 30gpt; more cities more. So where is this less/no maintenance coming from? I've looked at my buildings, my wonders and my policies.
 
Most likely the Tradition policy Oligarchy, pursuant to which "Garrisoned units cost no maintenance and cities with a garrison gain +50% :c5rangedstrength: Ranged Combat Strength." Per unit maintenance costs rise as the game moves along, making the late-game Oligarchy savings all the more substantial.
 
Yes, how'd I miss that. Gave it thought but dismissed as an early game gold saving perk, oh how wrong I was. Thanks for taking the time away from the college bowl games to reply!
 
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