Quick Questions and Answers

Is there any practical reason to have your Holy City in a city different than the capital? Does anyone have a strategy that involves this?

Maybe spreading your religion to more cities with the pressure mechanism? Keep in mind it has a range of 10 hexes.

I agree,

You can use it for offense, and especially for defense.

Lets say your playing 4 city Tradition setup, and your at the far right of your landmass with a faith monger opponent to the west. That city to the west is probably going to convert to the faith mongers religion unless you set up a barrier to protect all your cities.

Also,
(Not likely) Sometimes your second city has superior conditions for the beliefs chosen, so you want them in there immediately.
Ex. Maybe you have 3 of your first 4 cities on Lakes/Rivers, and need Happiness BAD,..So, you chose +2 from Happiness from Gardens, But your capital has 6 fishing boats on a Mountain (But no river/lake)

Also,
Sometimes you found a awesome city, but it is outside of the range of where a pantheon is implemented immediately on founding. And, there is something worth the journey.
Ex. Your capital has Mt. Kalaish, so you chose "One with Nature", then you found a "Great Barrier Reef" city, but it is far away. Getting religion to that nonPantheon city is going to give you +8 Faith,...best to do that one right away!

Also, And MOST IMPORTANT!!
Pre-Industrial Era prophets spawn ONLY in your Holy City.

So, lets say your plan is to close out Piety, and then create Holy Sights after your first 2 Prophets. What city do you want those Prophets in...?? Better to make the journey one time, then every time a Prophet spawns.

Early game is so important, so the sooner you found a religion,..the better. Your capital is the obvious choice, unless it is REALLY beneficial to go elsewhere.
 
Quick question:
Is there any way to convince a game save that I haven't used Firaxis Tuner so I can get an achievement I was working towards?

Explanation: I used FireTuner to give myself some extra gold when starting off the Rise of the Mongols Scenario on deity. I have a save right before conquering the last city because no matter what I try I can't get the achievement now.

I have tried changing "EnableTuner" back to 0 in .config but that didn't do the trick and I even went as far as to completely uninstall the tuner. I noticed that my game save was in the modded saves folder so I made a copy, renamed it and moved it into the regular game saves folder. No dice.

I'm guessing there might be code in the save itself that flags the game history as having used a mod but I'm not sure. I figured somebody on the forums would know.

Thanks in advance!
 
Got some questions here..

1. If my allies' luxuries are the same as mine, would I still get the happiness bonus from Cultural Diplomacy?

2. Protectionism only work for luxuries you actually control, right?
 
Not sure whether you are playing the vanilla game or Gods & Kings, but will assume vanilla. From vanilla, there are significant changes to game play -- new systems (religion, trade units (caravans and cargo ships), espionage, ideologies, new wonders, new Great Persons and Great Person mechanics, revamped culture victory), revamped tech tree, more luxuries, changes to combat units (melee ships and generally more units in the tech tree) and combat mechanics (100 HP instead of 10 HP, pillage healing), less gold from the map (more than replaced by trade route gold), and so forth. You also get a bunch of new civs that offer interesting game play opportunities.

That said, the basic game mechanics (unit movement and zone of control, city founding, building and purchasing units, basic combat mechanics and such) are unchanged. It is still Civ V after all.
 
So I have Brave New World and the Conquest of the New World Deluxe dlc, but I don't have the Inca. Which is also weird considering I can choose to play as them in the Conquest of the New World scenario. But I can't select them from single player.

Is this normal? I know Spain was included in G&K and not the Inca, but this is BNW here. I also looked around the game files and saw data for the Incas as well.
 
From G&K to BNW, there are important changes, but they shouldn't feel like the major jump that vanilla to BNW would be. From my earlier list: trade units (caravans and cargo ships -- what were trade routes in G&K are now city connections), ideologies (Freedom, Order and Autocracy are now ideologies, with dedicated mechanics, and there are 3 new social policy trees and existing trees (such as Piety) have been redone), old Great Artist replaced by new Great Artists, Great Writers and Great Musicians (with associated Great Works of Art, Writing and Music) to generate both culture and tourism (new mechanic that is central to the new Culture victory), changes to the tech tree (especially in Information era), a few new luxuries, and less gold from the map (more than replaced by trade route gold).
 
I noticed that if you have a civ with an inherent bonus to all units of a type (like the Danish bonus of no movement cost to pillage for all melle) you do not get this bonus for barbarians converted using the Heathen Conversion reformation belief. Is this intentional or an oversight of the developers? Also what I found rather odd for this reformation belief is that captured missionaries of other religions are also capable of converting barbs.
 
I noticed that if you have a civ with an inherent bonus to all units of a type (like the Danish bonus of no movement cost to pillage for all melle) you do not get this bonus for barbarians converted using the Heathen Conversion reformation belief. Is this intentional or an oversight of the developers? Also what I found rather odd for this reformation belief is that captured missionaries of other religions are also capable of converting barbs.

Intentional,..Not oversight!

Your units need to originate from one of your cites to get this bonus. It is possible to acquire Barbarian promotions (Embarkation), and you don't lose them on conversion, so you have to look at it as a "Foreign" unit that is now under your control, instead of one of my units.

Heathen Conversion was a common strategy in last months Gauntlet, maybe you want to scroll through, and pick up a few tips.

http://forums.civfanatics.com/showthread.php?t=541266&page=3
 
1. Mods that do not transfer. There are a number of mods I have subscribed to but do not turn up in my mod files. Is there some limit to the number of mods that can be active at the same time?
2. Scenario Mods that transfer but do not play. These are mods I subscribe to and find in my mod files but cannot play. They appear on the single player screen but after loading the Custom Game tag does not come up.
Very annoying. Never had these problems with C3C. Any help appreciated.
 
1. Mods that do not transfer. There are a number of mods I have subscribed to but do not turn up in my mod files. Is there some limit to the number of mods that can be active at the same time?
2. Scenario Mods that transfer but do not play. These are mods I subscribe to and find in my mod files but cannot play. They appear on the single player screen but after loading the Custom Game tag does not come up.
Very annoying. Never had these problems with C3C. Any help appreciated.

I don't know the answer to this, but nobody else has answered.
You might have better luck posting these questions on Creation & Customization http://forums.civfanatics.com/forumdisplay.php?f=393, which is where the modders hang out.
 
Three questions:

What happens if you receive a luxury that you don't need, that is, is not being demanded by a city? Does it just not arrive? I thought maybe I would get to trade it again. The context is putting the squeeze on a AI player suing for peace. It seems like the extra luxury never gets here.

Another question - that advancement that gives you a roll over of 40% food when you get a new citizen, is that a good thing? I can't figure out how valuable it is.

Finally, are tile cost reductions retroactive? For example, a couple of the policies give you lower increase on culture costs for purchased tiles. Is that retroactive or only for new purchases? I buy most of my new tiles early, to keep someone else from getting them. So if they only apply to future buys they are less valuable.

Thanks for any responses. I'm on vanilla.
 
How are you receiving that luxury? If you are receiving it as a result of a CS alliance or a trade with an AI, you can't trade that instance of the luxury. But you can trade your own copy of that luxury, leaving happiness unchanged.

Aqueducts are key to rapid city growth. If you want big cities, with lots of associated science and production capacity, get aqueducts as soon as you can. If you are playing wide, with oodles of small cities, you will want to constrain growth in each city to avoid falling into unhappiness, in which case avoid aqueducts.

You get no "refund" on the culture or gold cost of prior tile purchases, but future tile purchase costs will be reduced.
 
For #1, I am trading with the AI, usually as some type of peace deal.

So if the AI offers me silk, but none of my cities are demanding it, does it accumulate in my inventory so that I can trade it to someone else later? (It doesn't seem to, but you would think it would). I'm interpreting your answer as no.

So then in that case it is completely useless unless it meets a cities demand.
 
You will get the lux, so if a city state quest adds for it, or if you want the happiness, it's still nice.
luxuries you receive from the AI or city state allies are not available for trade, and don't qualify for any benefits associated with working the lux tile or having the lux nearby (ivory, marble)
 
First, I assume your reference to "cities demanding" a luxury is intended to reference the trigger for "We Love the King Day" growth bonus in that city. You only need one instance of the luxury the city is requesting to trigger WLKD, and you don't need to keep that instance past the turn that triggers the WLKD. So, for example, if City B is asking for spices, you can trade with the AI for one instance of spices and thereby trigger the WLKD. If you then DOW that AI 3 turns later, cancelling the spices trade, you still have the benefit of the WLKD.

Second, there is benefit (beyond WLKD) in obtaining luxuries from the AI -- happiness management. If an AI traded luxury is your first instance of that luxury, happiness rises by 4. If you already had a copy of that luxury from one of your own cities (e.g., you have a silk plantation in City C), the AI's copy is surplus, but it would allow you to trade away your own copy of that luxury for gold or yet another luxury that you don't have.

At the top left of the screen, there is a drop-down menu (normally shows what tech you are currently researching). One tab of that menu is resources, which will show you how many of each resource you have, including how many are imported (via trades or CS alliances, and how many are exported (via trades). You only need one instance of a luxury to get 4 happiness -- additional copies do nothing for you, and might as well be traded away -- assuming it can be traded away. The only resources that you can trade away are those you generate yourself -- copies from AI or CSs cannot be traded.
 
You will get the lux, so if a city state quest adds for it, or if you want the happiness, it's still nice.
luxuries you receive from the AI or city state allies are not available for trade, and don't qualify for any benefits associated with working the lux tile or having the lux nearby (ivory, marble)

So you get the happiness of another lux, but you can't trade it to anyone else?

Luxs are confusing.

Why is it that different trade options are available for different players? You think if you have ivory for trade for one player you could trade it to any player. But no. Typically the less money they have, the more options you have to trade with them. :mad:

Is it because some of the players already have that lux?
 
So you get the happiness of another lux, but you can't trade it to anyone else?

Luxs are confusing.

Why is it that different trade options are available for different players? You think if you have ivory for trade for one player you could trade it to any player. But no. Typically the less money they have, the more options you have to trade with them. :mad:

Is it because some of the players already have that lux?

when the AI or the player already has a lux (they connect it or they trade for it), then you may not trade the copy of the same lux you have. I think some people describe it as "the AI does not want your lux". this is a design, i think, to encourage resource diversity through trading.
in reality it would be hard to find a situation where you would want to receive a second copy of the lux, since you wouldn't receive any new benefits. however, it is sometimes useful to trade away your last copy of a lux, such as the case of the netherlands UA.
 
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