Quick Questions and Answers

After 1200hours of playing civ V I just can't answer the following question.
What does "Evasion 50" or "Evasion 100" mean???Goddamn, in "HELP" I look for these promotions and they explain "Evasion 50" with the following: "Evasion 50", that's it.So how do my stealth bombers profit from evasion 100 and my atomic weapons from having evasion 50?I already asked in this answers and questions part of the forum about Stealth bombers.It is clear to us that stealth bombers can't be intercepted by jet fighters or anything else and we also know nukes can't be intercepted at all.But what does the number mean behind Evasion?What does it matter if it's 50 or 100?I don't even expect that anyone here could answer that, maybe a developer of the game could explain why they have a lack in the civilopedia of civ V and what these numbers mean...
 
Is there a way to add more Great works?I mean I played a sp game and always when a Great Writer/Artist or Musician was born I created a Great work.But one turn in the late game when the victory was already achieved long ago.... one more Great Writer was born.But I couldn't choose to create a Great work of Writing ...and YES I had enough royal libraries and amphitheaters(I was Assyria)but the button was not even grey or something, it didn't exist for that Great writer.The Great Writer didn't even have a name.I was only able to choose a cultural boost(although I already finnished all social policiy trees including the freedom ideology filled with 18tenets).I just think the great works of Writings in the data base were totally exhausted.So I'm just asking if there is a way to add Great works to increase the limit more to the indefinity?
 
hi guys iam new in here icant download mods from the in game mod browser so icant download legions does some one know an alternative mod like legions or direct download or if iwanna mod it what lua file contains how much units can occupy atile pleeeeeeeease
 
Quick Question.

I have saved a map from one of my past games. How can I load it as I cant see a load map option on set up game or whatever. TYVM
 
A few questions:

1) What happens if I run out of coal for a completed factory? From what I can tell, nothing - Worker's Faculties continues to give science, production continues to have a +10%, etc. Am I missing something? Big exploit otherwise?

2) What happens when I revoke protection of a CS after the required 10 turns and not as a consequence of someone bullying that CS? From what I can tell, also nothing - does that I mean I should revoke once a CS hits ally/goes above about 50 or so and it's highly unlikely to drop back below 30 (with Consulates?)

Much thanks.
 
A few questions:

1) What happens if I run out of coal for a completed factory? From what I can tell, nothing - Worker's Faculties continues to give science, production continues to have a +10%, etc. Am I missing something? Big exploit otherwise?

not missing anything except that the coal deficit is tracked and you can't build any more coal buildings (or Ironclads) until you have enough surprlus coal to do that. (So, for example, you trade for 3 coal from an AI to build 3 factories and then let the trade lapse. Game shows you at -3 coal, but your factories work just fine. Now you want to build 2 more factories. You will need to trade for 5 coal -- 3 to fill the deficit and 2 more for the 2 new factories. You can then let that trade lapse and you'll be at -5 coal. You then want to upgrade a couple of caravels to ironclads. Now you need 7 coal -- 5 to fill the factory deficit and 2 for the ironclads. But now you can't let the trade lapse at all, since you need all 7 coal to avoid a strategic resource penalty for your ironclads.

Exploit? Maybe, maybe not.

2) What happens when I revoke protection of a CS after the required 10 turns and not as a consequence of someone bullying that CS? From what I can tell, also nothing - does that I mean I should revoke once a CS hits ally/goes above about 50 or so and it's highly unlikely to drop back below 30 (with Consulates?)

Revoking protection just means your influence resting point is reset 10 points lower, and your influence will decay to that new influence resting point. As you note, once your influence with a CS is reliably well above 30, you may no longer need Pledge to Protect to preserve friendship, since routine quests may suffice to keep you above 30. Also, you might get a pledge to protect quest, which is sort of a freebie.
 
Quick Question.

I have saved a map from one of my past games. How can I load it as I cant see a load map option on set up game or whatever. TYVM

You can load your saved maps in the Map Editor that is part of the SDK. Last time I checked the map viewer was bugged and non-functional, but that may have been fixed in the intervening months. You should be able to load that saved map as a mod/scenario in the game, but that's not something I've played around with much. Try the creation and customization sub-forum for more modding and scenario building information.
 
not missing anything except that the coal deficit is tracked and you can't build any more coal buildings (or Ironclads) until you have enough surprlus coal to do that. (So, for example, you trade for 3 coal from an AI to build 3 factories and then let the trade lapse. Game shows you at -3 coal, but your factories work just fine. Now you want to build 2 more factories. You will need to trade for 5 coal -- 3 to fill the deficit and 2 more for the 2 new factories. You can then let that trade lapse and you'll be at -5 coal. You then want to upgrade a couple of caravels to ironclads. Now you need 7 coal -- 5 to fill the factory deficit and 2 for the ironclads. But now you can't let the trade lapse at all, since you need all 7 coal to avoid a strategic resource penalty for your ironclads.

Exploit? Maybe, maybe not.



Revoking protection just means your influence resting point is reset 10 points lower, and your influence will decay to that new influence resting point. As you note, once your influence with a CS is reliably well above 30, you may no longer need Pledge to Protect to preserve friendship, since routine quests may suffice to keep you above 30. Also, you might get a pledge to protect quest, which is sort of a freebie.

I appreciate it Browd. Cheers.

I call it an exploit because it's completely ahistorical - coal for factories was obviously a continuing input, not a sunk cost. In fact, civ is completely backwards in that regard - you'd think that once you'd, say, used iron to forge swords, you wouldn't need to continually replace the iron... but of course, this is a game :cool:
 
Does the unhappiness cut from Meritocracy and Forbidden Palace give me anything towards global happiness if all population unhappiness is already countered by local happiness? Say all I have is 6 pop cities with Religious Centers, Colosseums and Pagodas, will I see any effect of the unhappiness cut from Forbidden Palace?
 
I appreciate it Browd. Cheers.

I call it an exploit because it's completely ahistorical - coal for factories was obviously a continuing input, not a sunk cost. In fact, civ is completely backwards in that regard - you'd think that once you'd, say, used iron to forge swords, you wouldn't need to continually replace the iron... but of course, this is a game :cool:

Haha yea I guess that's what happens with trade deals and unit deficiency.

"Thanks for the Iron, Catherine. We used it for swords, but you can have those. Now our swordsmen will just have to fight hand to hand."
 
Does the unhappiness cut from Meritocracy and Forbidden Palace give me anything towards global happiness if all population unhappiness is already countered by local happiness? Say all I have is 6 pop cities with Religious Centers, Colosseums and Pagodas, will I see any effect of the unhappiness cut from Forbidden Palace?
Yes. Local Happiness is limited by population, not by the unhappiness caused by population.

In fact, civ is completely backwards in that regard - you'd think that once you'd, say, used iron to forge swords, you wouldn't need to continually replace the iron... but of course, this is a game :cool:
Swords break, wear out, or are otherwise lost. You can't maintain a unit of swordsmen without a continuous supply of swords, which requires a continuous supply of iron. Hence the strategic resource penalty--your unit's equipment is in shambles, so they're not going to be fighting at top form.
 
If you create a Great Work or an Artifact and have nowhere to store it, what happens to it? Does it just evaporate into the ether?

You can't create a work without somewhere to store it.
If you dig an archeaolgical site with nowhere to store an artifact you can only make it into a landmark.
 
Swords break, wear out, or are otherwise lost. You can't maintain a unit of swordsmen without a continuous supply of swords, which requires a continuous supply of iron. Hence the strategic resource penalty--your unit's equipment is in shambles, so they're not going to be fighting at top form.

No, No, NO! :lol:
Replacement equipment is forged with stockpile reserves, just as jet fighters are fueled by stockpiled oil reserves. ;)

There is a fair bit of abstraction in the game: iron (and oil, coal, etc.) is also used in other aspects of the economy. Also, other sources are discovered/developed as time passes to provide required resources.

Bottom line: The resource system can be rationalized any way that Firaxis wants.
 
Swords break, wear out, or are otherwise lost. You can't maintain a unit of swordsmen without a continuous supply of swords, which requires a continuous supply of iron. Hence the strategic resource penalty--your unit's equipment is in shambles, so they're not going to be fighting at top form.

Fair enough.

My next n00b question: is there some way to get replay to show me events by date rather than turn? I'm a bit of an RPer and it'd really enhance the after action stuff. Thanks.
 
So far as I can tell, there's no way to display the clock in the standard game, but I remember there being mods that could do so. I generally play in windowed mode anyway.
 
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