Quick Questions and Answers

Is road maintenance the same 1gpt if you build it outside your borders?

if you build it outside your borders and another civ/cs border encompasses that tile, they take over maintenance correct?

You pay for roads outside your territory.
If they get withing someone's border they take the maintenance cost.
 
I accidentally clicked that once. It gave a little message about me giving up and promptly ended the game. Thank God for autosave.

My question is, have you ever opened the advisor council before founding your first city? It's pretty funny.

I expect it is intended more for multiplayer games.

I hit it once in a single-player game and it resulted in the game being listed in the hall of fame without it being a win. Better just to quit.
 
I'm thinking of buying G&K just for the extra civs. Do you have to play with religion on? I want to play like the original Civ5 but with the extra civs.
 
Religion off is an option embedded in the game files, but it does not appear in the Advanced Setup menu, so a mod to disable religion is required.
 
Did I miss some change for Great Musicians Concert Tours?
Shouldn't a 281 Strength GM get me 281 Tourism, not only 188?
(modifier was +25% in total (for open borders))

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got another issue with Research agreements. why is it when the other signer civ become hostile (or starts denouncing)after the RA was signed, the amount of beakers boost is almost negligible, it does not follow the mean beakers calculation. i even have a rationalism opener snd porcelain tower. played it on bnw emperor.
 
That was supposed to be fixed in the recent patch. What game version are you playing (numbers at the bottom of the Main menu)?
 
got another issue with Research agreements. why is it when the other signer civ become hostile (or starts denouncing)after the RA was signed, the amount of beakers boost is almost negligible, it does not follow the mean beakers calculation. i even have a rationalism opener snd porcelain tower. played it on bnw emperor.

I sincerely hope that nonsense is indeed fixed.

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My question - what's the formula for calculating unit upgrade costs in Civ 5? Has it stayed consistent?
 
Quick question: I stole an early worker from CS like usual, then I got a notification saying that all CS influence resting point is now -20. That was the first DoW in game and I made peace immediately. What happened here? I have stolen lots of early workers, sometimes more than 1, but this never happened before.
 
Quick question: I stole an early worker from CS like usual, then I got a notification saying that all CS influence resting point is now -20. That was the first DoW in game and I made peace immediately. What happened here? I have stolen lots of early workers, sometimes more than 1, but this never happened before.
Was a change in the patch, stealing workers from a CS now has a penalty
 
Was a change in the patch, stealing workers from a CS now has a penalty

Wow, I didnt know that. I have played a few games post patch and this is the first time it happened. Does this always happen 100% of the time? Is there anyway I can get the resting point back to 0?
 
Wow, I didnt know that. I have played a few games post patch and this is the first time it happened. Does this always happen 100% of the time? Is there anyway I can get the resting point back to 0?

I checked the patch notes and there is nothing there about it, so must have been something I read in a forum post. When I tried it out I got the -20 penalty the second worker I stole. If I understand correctly it is permanent.

It could have something to do with other factors though?

I don't have a lot of experience with stealing workers though, always seems quicker to build them or use Liberty.
 
The key here may be "second worker I stole." You can DOW one CS only once without triggering the -20 influence resting point decrease. You will get the -20 if you DOW a CS, steal worker, make immediate peace, and then later DOW a CS (whether the same CS or a different CS) and steal another worker. If you want to farm a second worker from a CS, you need to omit the "make immediate peace" element -- stay at war with the original CS until a second worker appears.
 
The key here may be "second worker I stole." You can DOW one CS only once without triggering the -20 influence resting point decrease. You will get the -20 if you DOW a CS, steal worker, make immediate peace, and then later DOW a CS (whether the same CS or a different CS) and steal another worker. If you want to farm a second worker from a CS, you need to omit the "make immediate peace" element -- stay at war with the original CS until a second worker appears.

Ah that is how you do it, I did my test by spamming Scouts and camping all the CS I found. Didn't get a CS worker until t37. I sometimes DoW a CS just to train my army a bit further before going to war proper.
 
You can DOW one CS only once without triggering the -20 influence resting point decrease.

100% sure that's what I did, and I immediately get the -20 influence resting point penalty. It only happened once though, could it be a bug? Maybe I will report to tech support forum if it happened again.

Is it mentioned anywhere in the patch notes? Can't seem to find it.

BTW this make Mongol's almost useless UA become totally useless....
 
100% sure that's what I did, and I immediately get the -20 influence resting point penalty. It only happened once though, could it be a bug? Maybe I will report to tech support forum if it happened again.

Is it mentioned anywhere in the patch notes? Can't seem to find it.

BTW this make Mongol's almost useless UA become totally useless....

Not really, the bonus simply means you don't have to worry about CS being allied with Civs that you are at war with and if you need their resources then you can quickly capture them. The Mongols shouldn't be played like a regular civ anyway, I am often Embargoed and at War with most of the world during the Keshik era (Medieval to Modern). Being able to quickly eliminate CS votes can help erode the political power of your enemies as well as giving you an easy target for a base on other land masses.

Captured capitals can generate a lot of gold so an embargo doesn't slow them down much. The Mongols are however not good in the hands of the AI, maybe they can become a mercenary force in the pay of a player's civ.
 
Are there any mods that can
- keep the new citizen notification (after 5 pop)
- notify when an AI has extra luxuries to trade
- notify when an AI has enough money to sign a research agreement
- notify when an AI city or CS has been conquered

I'm playing vanilla right now.
 
How is it determined which buildings are destroyed when you capture a city? Also, are any buildings destroyed when you acquire cities through trade or peace deals?
 
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