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Rationalism gives +50% science from buildings in campuses with at least +3 adjacency. If I have a campus with +2 adjacency and have the Natural Philosophy civic in (+100% campus district adjacency), raising it to +4, do I get the rationalism bonus? Or is it only the base value that counts?
 
I wanted to give you a quick answer.

Instead I wrote an entire guide (get on my level, Jeppetto):

https://forums.civfanatics.com/threads/the-basics-of-winning-in-civilization-vi.653968/

Then again, I've never been very good at short answers.

One note regarding score victory, if you don't feel up to reading that entire thing: Don't expect score victory to ever happen. It's mostly a backup for situations where no other victory occurs for some reason.

Thanks! The posts on these forums have been phenomenal.

I've had about 613 questions since I got the game for Christmas, and I've been able to answer about 610 of them on my own by searching around here.
 
Rationalism gives +50% science from buildings in campuses with at least +3 adjacency. If I have a campus with +2 adjacency and have the Natural Philosophy civic in (+100% campus district adjacency), raising it to +4, do I get the rationalism bonus? Or is it only the base value that counts?

From what I know of other interactions between adjacencies, I would think that yes, you would, but I don't know for sure. In this case, it might be best to simply try it out. Even if it doesn't work, those two policy cards are both very good by themselves.

Thanks! The posts on these forums have been phenomenal.

I've had about 613 questions since I got the game for Christmas, and I've been able to answer about 610 of them on my own by searching around here.

If you have any more, feel free to ask!
 
Is it possible to make the game remember your last settings like in civ 5? I forget to change the difficulty every time and the AI are too easy too beat at prince.
 
If you don't find specific mod and don't mind messing with files in Base -> Assets -> Gameplay -> Data -> GlobalParameters.xml there's PLOT_INFLUENCE_MAX_ACQUIRE_DISTANCE entry that you can try setting on extremly high number. Never tested it that way tho, only decreasing it to 2.
 
Quick question about religious conversion and grievances:

1) If I convert an ally's city and refuse to agree to stop, that causes grievances. Will I accrue more grievances as I continue to convert their cities or is it just a one-time grievance penalty?

or...

2) If I do continue to convert their cities, will my grievances stay the same over time or will they lessen (even though I'm continuing to convert their cities)?
 
Quick question about religious conversion and grievances:

1) If I convert an ally's city and refuse to agree to stop, that causes grievances. Will I accrue more grievances as I continue to convert their cities or is it just a one-time grievance penalty?

or...

2) If I do continue to convert their cities, will my grievances stay the same over time or will they lessen (even though I'm continuing to convert their cities)?


1: each next city that you convert will add extra grievances
2: all grievances, so also the ones caused by converting religion, lessen over time as long as you are not at war with someone
 
1: each next city that you convert will add extra grievances
2: all grievances, so also the ones caused by converting religion, lessen over time as long as you are not at war with someone
Thank you!
 
Situation: I have a ton of luxury resources that are giving me plenty of food, but there aren't a lot of good places for farms/farm triangles. I am researching the feudalism and still need two farms to boost it. Do I buy a builder and force a few farms in where I don't need them to save 5 turns or do I let it research on its own and save production cost for builders down the line?
 
Situation: I have a ton of luxury resources that are giving me plenty of food, but there aren't a lot of good places for farms/farm triangles. I am researching the feudalism and still need two farms to boost it. Do I buy a builder and force a few farms in where I don't need them to save 5 turns or do I let it research on its own and save production cost for builders down the line?
It depends on the situation, like always, but most of the time I would go for the boost and get the farms I don't really need (right now, they are at the least some extra housing that might eventually be useful).
 
Hi,

If I have the switch and pc version, can I play hot seat through cloud saving? Or even the new version of play by email (I believe the save game is shared through cloud functionality in this case)?
 
Anyone know how I can activate the interface circled in red?

Thanks
 

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Hi,
how is it possible to change the price of apostles and missioniaries in the game files to an incredibly high amount, so that the AI couldn't spam me with his sh*t all the time? it's the most annoying feature of the game (with UN votings and spies) which totally destroys the game experience.
 
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