Quick Questions and Answers

Any logical reason, why would AI CIVs condemn me when I declare and invade a neighbor CS?
This is pretty basic game logic. Declaring war earns hate. You get enough hate, AIs will denounce you. If all the warmongering you do is to declare on a single CS, the hate will pass. On the other hand, If you take a single CS, then you have eliminated a civ, and you can expect denouncements for the rest of the game. This might might not feel reasonable, but that it the fundamental game mechanics.
 
Need some expert advice here. I've been fantasizing all this time that there is a possibility which enables me to build naval units slightly off-shore. Please refer to the attached image, if I build my city just to the right of my current location, would that give me what I'm longing for?
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I've been fantasizing all this time that there is a possibility which enables me to build naval units slightly off-shore. Please refer to the attached image, if I build my city just to the right of my current location, would that give me what I'm longing for?

No, it's not possible.
 
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In a recent game, as Genghis, at around T155, I took Haile's cap and, when I offered peace to him, I saw he had Uranium for sell/trade. With less than 35 techs researched, there's no way he was remotely close to AT, has anyone else come across something similar?
 
New to 5, civ4 immortal, bought 6, found it needs polish, bought 5, delightful.

Tried installing community patch and Enhanced UI, via steam, after rolling the AI easily in a warmup game. Bumped up the difficulty (to emperor) and got into a fresh game with mods, have a few questions.

1. Are these mods...known to be buggy? They seemed super mainstream, however I'm noticing that the upper right diplomacy button doesn't work and the other adjacent buttons seem gone, such that I have to reach screens via the f5/6/7/etc function keys. Which is fine, i suppose, if a little unexpected.

2. Does the balance patch make the AI...non-amenable ignore you? I have spare ivory and truffles, meet Spain, Spain has two spare luxuries, whales and spice, and yet won't trade? Not 1 to 1 as I'd expect, not even 2 to 1, nor 2 to 1 plus horses plus gold. Nothing. Listed as neutral, then supposedly as friendly, but nothing. I'm on continents, askew with 5 truffles, choked on low happiness, and the AI...doesn't trade? Haven't DoWed anybody. Curious if this is within the expected for Balance patch, as I am finding it rather dislikable/odd.

Other than that, civ5 seems great.

The guides seem, ah, to completely fall apart on non-deity/immortal (I only bumped up to emperor, and tbh only browsed the guides) as there were no workers to steal and little gold around, but I assume though I have to build my own workers and gold and be slow, the AI isn't bonused that excessively and thus things work out anyway.

3. Can you disable mods and load a game that you previously started with mods?
My guess having tried just now is not, and it auto-reapplies for that load, but am not positive.

Thanks.
 
Take care when loading modded saves. If you try to load a modded save directly from the main menu (not through the Mods menu), the game sometimes will allow the save to load, but will not load all of the required mods correctly, resulting in random crashes, graphic glitches and other mayhem. The only safe way to load a modded save is to go through the Mods menu, verify that all of the required mods are selected, and proceed forward through that menu to load the modded save -- don't back out of the Mods menu to load the save from the main menu -- that unloads all of the mods that you just so carefully verified you wanted to load.
 
Just a remark that the issues above were, indeed, apparently from the EUI mod, just of itself. Only having a couple mods it was easy to disable/enable and go into a few test games and determine. Not sure why that is, perhaps EUI has fallen out of date with a recent firaxis patch. Thanks for the tip on mods/reloading.
 
Just a remark that the issues above were, indeed, apparently from the EUI mod, just of itself. Only having a couple mods it was easy to disable/enable and go into a few test games and determine. Not sure why that is, perhaps EUI has fallen out of date with a recent firaxis patch. Thanks for the tip on mods/reloading.

No, EUI works fine for most users, myself included. The biggest source of problems is incompatible mods. With respect, either you made a mistake with your testing, or more likely, there is some other factor at work here which means you were not testing what you thought you were. I see you are using community patch - IIRC that is the one with it's own special version of EUI. Perhaps that is somehow interfering with standard EUI - just speculating wildly here, but that's an example what I meant by 'other factor'.
 
Is there a known formula concerning gold from tile pillaging? It seems to me it is not completely random.
 
Two quick questions:
1. Can I found my city on top of city ruins? I captured enemy city, I want to raze it, and place my new city on the same tile.
2. Liberty -> Representation: it says "Each city you found will increase the Culture cost of policies by 33% less". So, you don't get this bonus for annexed cities? ...after courthouse?
Thank you!
 
1. Yes

2. The Representation discount is poorly phrased. You get the discount for any city that would otherwise earn you a per-city policy cost penalty, so yes, it applies to annexed cities (whether or not you also have a courthouse in that city).
 
I captured enemy city, I want to raze it, and place my new city on the same tile.
FWIW, I can only think of a couple very specific situations where that would be strong play. If you like the spot, then you are better off with puppet/annex.
 
Question about pantheon spreading:
I know exactly how religion spreads, but it seems that pantheons beliefs spreads in a different way. I guess pantheon beliefs will be presented in a city if it's within 10 tiles from your another city (or your capital?). I found a city within 10 tiles from capital, and it instantly gets my pantheon. Then I gifted this city to another civ, and my pantheon disappeared from this city. Then I found another city, that is not within 10 tiles from my other cities, and there's no my pantheon. If I place another new city in between my capital and this city, will the further one gets my pantheon instantly? If there's an article on how pantheons spreads, could you give me a link, please?

And another question: I gave my city to another civ as a gift. If I'll get this city city back (by a gift or by conquest), will I get happiness penalty or no? Thank you!
 
Pantheon don't spread and have no "pressure" associated with them. Where they appear, they appear instantly and can only fade as pressure from other religions (including your own religion) convert citizens away from your pantheon to other religions.

Your pantheon will appear automatically and immediately in every city you own that does not already have a majority religion when you first adopt your pantheon belief (assuming you don't first found your pantheon when you form a religion -- that's a special case, and quite rare). So, in the ordinary case, when you select your pantheon belief you will have your capital and maybe an extra city or two -- your pantheon will automatically appear in your capital and those other cities. If you then found another city, your pantheon will automatically appear in that city as well -- until you found a religion. Once you found a religion, your pantheon is absorbed into your religion as an additional belief and your religion will automatically appear in your holy city, but will not automatically spread to existing cities or to newly founded cities. Instead, you must either manually spread your religion to your other cities (using a Great Prophet or Missionary) or let passive city-to-city pressure convert your cities (but that is slow).

As your religion spreads (and as other religions spread) to cities with a pantheon, some combination of existing pantheon followers and non-believers in that city will convert to your religion, another religion, or a combination of the two. It is not unusual that a point is reached where your pantheon is no longer majority in a city, but no religion is majority either. At that point, neither the pantheon symbol nor any religion symbol appears in that city's banner and no religious beliefs will be active in that city. So, for example, a 5-pop city that has 2 remaining pantheon followers and 2 followers of your religion, will have no religious beliefs (even though you could argue that 4 citizens are following some form of your pantheon -- 2 directly and 2 indirectly, through your religion).

I suspect this what happened in the pantheon city you gifted to another Civ -- your pantheon lost enough followers to cease being majority in that city, but no religion was yet majority either, so what you saw was a disappearing pantheon.

You may find the religion articles in the Civ 5 War Academy useful. The overview article is here and contains links to the more detailed articles.

On your happiness question, every city you have, however you acquire it, has the same happiness cost, with one exception -- a conquered city that you have annexed will generate extra unhappiness until it has a courthouse. If you originally founded a city, gift it away and then conquer it back again, the game should recognize that as your original city and treat it as a recovered city, rather than an annexed city, but I have not tested that specific scenario. (Recapturing a city that you founded that was previously conquered and then recaptured does behave the way I describe.)
 
New Civ 5 Player here. I played a few games on Prince level, just to get used to the game. I noticed the city count was drastically smaller than in BTS. I only had 5 cities by 1000 AD and the Ais had small empires as well. There was a lot of land around, that would normally be taken up by then, on BTS.

Is this normal? How can you win with so few cities?
 
Yes, that is normal. In general, CiV games revolve around less cities that IV. This is mostly due to costs. Every city increases cost of policies and techs and adds to global unhappiness, so you have to make every city pay for itself. In fact, one city game is possible to win, and most "cookiecutter" strategies for less experienced players revolve around four city "core", due to bonues obtained from Tradition policy tree. Sometimes, players even stick to single city for quite long time, beelining for Philosophy and National College, and expand only after building it.

On higher difficulties, you'll often see AI expanding much more rapidly, due to AI bonuses.
 
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