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Ok, Eleanor's UA can sometimes work against you... With enough great works she absorbs City-States as well. When a CS joins Eleanor, there are only two options: keep or refuse. If I refuse - will it become a free city? Well, the main question is what do I do to prevent nearby CS from flipping to me if I'm Eleanor? Well, this time it was Vilnius near the end of the game (doesn't matter really, though still lost some envoys and suzerain status), but if it was something like Auckland, I'd be mighty unhappy :D
 
Can anyone please tell how to change the true start location for a country on a map ? I kind of found something , but the map in question is not a ynamp map and that guide was made for those maps. I have an Austria mod and it's the only civ that can't settle on the true start location map that I have.
 
Baffling issue - in turns 400-500ish of a game, Pingala suddenly goes unassigned with no notice I can see that an enemy spy has been around. He's not inactive - but I cannot reassign him to his original city. I can choose another one but few moves later he goes "Reassign" again. Poor man seems like the flying Dutchman ghost; unabl eto find a home.

Any ideas?

1.0.0.341.
 
can anyone here please help with setting true start locations for some custom civs on a worldbuilder made map ? I tried what I could ,edit the starting position in the map then in the customized civ's folder (austria). It did nothing,settler still just doesn't appear.
 
I think you should ask in the modding subforum. There is a thread for questions there.
 
I think you should ask in the modding subforum. There is a thread for questions there.
well I actualy asked gedemon the guy that did ynamp and he doesn't know how to do it but thinks it's possible. So I don't know who else to ask..
 
Anyone know, if there is a mod for Civ6 vanilla to show the leaders stats like they added to the dlc? I do not want the dlc, but would love to have that addition in vanilla. I had expected to see someone working on it in the mod section, but did not find it. It has a the numbers under the leader pic. I saw it in one of Sulla's games. Thanks, moderator feel free to move where you see fit.
 
Anyone know, if there is a mod for Civ6 vanilla to show the leaders stats like they added to the dlc? I do not want the dlc, but would love to have that addition in vanilla. I had expected to see someone working on it in the mod section, but did not find it. It has a the numbers under the leader pic. I saw it in one of Sulla's games. Thanks, moderator feel free to move where you see fit.
According to the release notes, that was added to the game for all versions. You have to enable it in the options -> Interface -> "Show Yields in HUD Ribbon"
(At least I think that's what you're asking about.)
 
Are leader names editable and such? Looking for a game to use for an alternate history project for the US, so was curious.
 
The description of Pairidaeza says "+2 appeal". Where does it apply? To this tile, or to adjacent tiles? And does the new appeal show in the UI?
 
First game of gathering storm. I want to be as environmentally-friendly as possible, so I am not going to clear any woods or rainforest. Do lumbermills cause climate change in the same way as deforestation, or can lumber mills be safely constructed? Thank you.
 
First game of gathering storm. I want to be as environmentally-friendly as possible, so I am not going to clear any woods or rainforest. Do lumbermills cause climate change in the same way as deforestation, or can lumber mills be safely constructed? Thank you.

As far as I know, lumbermills are ok. Even clearing a bit here and there won't contribute much.
 
So question regarding the automated exploration.

I've noticed that with naval units (possible something similar happens with land units too, but with embarkation it woupd be less noticeable) that if you hit the automated explore, it often behaves weirdly.

The ship will make a beeline for the coast and then get stuck. If I move it away, often it will just go straight back. The coast only takes up ~25% of the possible directions, but these seems to happen somewhere near 70% of the time. If it happens omce, I'd say it will happen again the second try abiut 85% of the time, so I don't think it is just randomly choosing the coast and bad programming that it avoid it? Doesn't seem to happen if you get past the first turn. On Earth True Start, I had a city with a Harbour on the river seperating Africa from Saudi Arabia and I was flooding the world with ships. 90% of the time auto explore would send the ship north and trap the ship behinf the Nile, which is not traversable, really annoying.

Any ideas as to how i can prevent it happening or at least fix it reliably? Beyond not using auto explore, of course!
 
Imagine I'm building a campus and a tile has a "science +2" yield. Is this +2 per citizen or +2 in total?
Thank you! :)
 
Imagine I'm building a campus and a tile has a "science +2" yield. Is this +2 per citizen or +2 in total?
Thank you! :)
If you're talking about something like a geothermal fissure next to a natural wonder that gives the tile itself +2 Science, you loose that when you build the Campus.
When you build any district (other than a City Center) the tile's yields from terrain, features, natural wonders (on the tile or adjacent to it), etc are all ignored going forward.
Building a City Center removes features (e.g. woods or rainforest) and gives you at least 2 food.

If you're talking about a +2 due to adjacency (e.g. a Campus built next to a mountain and two rainforests), then that is in total, not per citizen.
 
Second game of GS. I am actually not sure what I am supposed to do with grievances (eg another DoWs me). Another thread seemed to imply grievances were somehow useful for diplomatic victory. Could anyone please elaborate? Thank you.
 
Second game of GS. I am actually not sure what I am supposed to do with grievances (eg another DoWs me). Another thread seemed to imply grievances were somehow useful for diplomatic victory. Could anyone please elaborate? Thank you.

No, nothing about diplomatic victory. It is a kind of war/diplomatic currency. If they do bad things to you, you can retaliate using the the currency. Say AI surprise declares war against you, you get 150 grievances. You raze a small city, it costs you 60 grievances. You are still +90, the AIs will still hate the other player, not you.
 
So with capturing cities-is there any real advantage to razing a city then settling your own city as opposed to capturing it?
 
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